# spell

name: Fox's Cunning
altname: fox's cunning
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: Subject gains +4 Int for 1 min./level.
to_develop: None
material_components: None
arcane_material_components: A few hairs, or a pinch of dung, from a fox.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.</p>
      <p/>
    

full_text:
      <div topic='Fox's Cunning' level='5'><p><h5>Fox's Cunning</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.</p><p><i>Arcane Material Component:</i> A few hairs, or a pinch of dung, from a fox.</p><p/>
</div>
    


name: Fox's Cunning, Mass
altname: mass fox's cunning
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 6
components: V, S, M/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: As fox's cunning, affects one subject/level.
to_develop: None
material_components: None
arcane_material_components: A few hairs, or a pinch of dung, from a fox.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell functions like <i>fox's cunning</i>, except that it affects multiple creatures.</p>
      <p/>
    

full_text:
      <div topic='Fox's Cunning, Mass' level='5'><p><h5>Fox's Cunning, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>fox's cunning</i>, except that it affects multiple creatures.</p><p/>
</div>
    


name: Freedom
altname: freedom
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 9
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels) or see text
target: One creature
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: Releases creature from imprisonment.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>The subject is freed from spells and effects that restrict its movement, including <i>binding</i>, <i>entangle</i>, grappling, <i>imprisonment</i>, <i>maze</i>, paralysis, <i>petrification</i>, pinning, <i>sleep</i>, <i>slow</i>, stunning, <i>temporal stasis</i>, and <i>web</i>. To free a creature from <i>imprisonment</i> or <i>maze</i>,  you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the <i>maze</i>.</p>
      <p/>
    

full_text:
      <div topic='Freedom' level='5'><p><h5>Freedom</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels) or see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The subject is freed from spells and effects that restrict its movement, including <i>binding</i>, <i>entangle</i>, grappling, <i>imprisonment</i>, <i>maze</i>, paralysis, <i>petrification</i>, pinning, <i>sleep</i>, <i>slow</i>, stunning, <i>temporal stasis</i>, and <i>web</i>. To free a creature from <i>imprisonment</i> or <i>maze</i>,  you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the <i>maze</i>.</p><p/>
</div>
    


name: Freedom of Movement
altname: freedom of movement
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4
components: V, S, M, DF
casting_time: 1 standard action
range: Personal or touch
target: You or creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject moves normally despite impediments.
to_develop: None
material_components: A leather thong, bound around the arm or a similar appendage.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, <i>solid fog</i>, <i>slow</i>, and <i>web</i>. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.</p>
      <p>The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The <i>freedom of movement</i> spell does not, however, allow water breathing.</p>
      <p/>
    

full_text:
      <div topic='Freedom of Movement' level='5'><p><h5>Freedom of Movement</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal or touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, <i>solid fog</i>, <i>slow</i>, and <i>web</i>. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.</p><p>The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The <i>freedom of movement</i> spell does not, however, allow water breathing.</p><p><i>Material Component:</i> A leather thong, bound around the arm or a similar appendage.</p><p/>
</div>
    


name: Freezing Sphere
altname: freezing sphere
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: See text
area: See text
effect: See text
duration: Instantaneous or 1 round/level; see text
saving_throw: Reflex half; see text
spell_resistance: Yes
short_description: Freezes water or deals cold damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: A small crystal sphere.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p><i>freezing sphere</i> creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).</p>
      <p>If the <i>freezing sphere</i> strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.</p>
      <p>You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the <i>freezing sphere</i> bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.</p>
      <p/>
    

full_text:
      <div topic='Freezing Sphere' level='5'><p><h5>Freezing Sphere</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target, Effect, or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous or 1 round/level; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>freezing sphere</i> creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).</p><p>If the <i>freezing sphere</i> strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.</p><p>You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the <i>freezing sphere</i> bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.</p><p><i>Focus:</i> A small crystal sphere.</p><p/>
</div>
    


name: Gaseous Form
altname: gaseous form
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Air 3, Bard 3, Sorcerer/Wizard 3
components: S, M/DF
casting_time: 1 standard action
range: Touch
target: Willing corporeal creature touched
area: None
effect: None
duration: 2 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Subject becomes insubstantial and can fly slowly.
to_develop: None
material_components: None
arcane_material_components: A bit of gauze and a wisp of smoke.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the <i>gaseous form</i> spell takes effect.</p>
      <p>A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.</p>
      <p/>
    

full_text:
      <div topic='Gaseous Form' level='5'><p><h5>Gaseous Form</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Air 3, Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Willing corporeal creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the <i>gaseous form</i> spell takes effect.</p><p>A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.</p><p><i>Arcane Material Component:</i> A bit of gauze and a wisp of smoke.</p><p/>
</div>
    


name: Gate
altname: gate
school: Conjuration
subschool: Creation or Calling
descriptor: None
spellcraft_dc: None
level: Cleric 9, Sorcerer/Wizard 9
components: V, S, XP; see text
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: See text
duration: Instantaneous or concentration (up to 1 round/level); see text
saving_throw: None
spell_resistance: No
short_description: Connects two planes for travel or summoning.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 1,000 XP (only for the calling creatures function).
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>Casting a <i>gate</i> spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.</p>
      <p>Second, you may then call a particular individual or kind of being through the <i>gate</i>.</p>
      <p>The <i>gate</i> itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.</p>
      <p>A <i>gate</i> has a front and a back. Creatures moving through the <i>gate</i> from the front are transported to the other plane; creatures moving through it from the back are not.</p>
      <p><i>Planar Travel:</i> As a mode of planar travel, a <i>gate</i> spell functions much like a <i>plane shift</i> spell, except that the <i>gate</i> opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a <i>gate</i> from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A <i>gate</i> cannot be opened to another point on the same plane; the spell works only for interplanar travel.</p>
      <p>You may hold the <i>gate</i> open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.</p>
      <p><i>Calling Creatures:</i> The second effect of the <i>gate</i> spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the <i>gate</i> to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the <i>gate</i>,  although they may choose to do so of their own accord. This use of the spell creates a <i>gate</i> that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).</p>
      <p>If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.</p>
      <p>A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell.</p>
      <p>If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the <i>lesser planar ally</i> spell for appropriate rewards. (Some creatures may want their payment in 'livestock' rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.</p>
      <p>Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.</p>
      <p><i>Note:</i> When you use a calling spell such as <i>gate</i> to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Gate' level='5'><p><h5>Gate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation or Calling)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous or concentration (up to 1 round/level); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Casting a <i>gate</i> spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.</p><p>Second, you may then call a particular individual or kind of being through the <i>gate</i>.</p><p>The <i>gate</i> itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.</p><p>A <i>gate</i> has a front and a back. Creatures moving through the <i>gate</i> from the front are transported to the other plane; creatures moving through it from the back are not.</p><p><i>Planar Travel:</i> As a mode of planar travel, a <i>gate</i> spell functions much like a <i>plane shift</i> spell, except that the <i>gate</i> opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a <i>gate</i> from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A <i>gate</i> cannot be opened to another point on the same plane; the spell works only for interplanar travel.</p><p>You may hold the <i>gate</i> open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.</p><p><i>Calling Creatures:</i> The second effect of the <i>gate</i> spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the <i>gate</i> to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the <i>gate</i>,  although they may choose to do so of their own accord. This use of the spell creates a <i>gate</i> that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).</p><p>If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.</p><p>A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell.</p><p>If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the <i>lesser planar ally</i> spell for appropriate rewards. (Some creatures may want their payment in 'livestock' rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.</p><p>Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.</p><p><i>Note:</i> When you use a calling spell such as <i>gate</i> to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.</p><p><i>XP Cost:</i> 1,000 XP (only for the <i>calling creatures</i> function).</p><p/>
</div>
    


name: Geas/Quest
altname: geas/quest
school: Enchantment
subschool: Compulsion
descriptor: Language-Dependent, Mind-Affecting
spellcraft_dc: None
level: Bard 6, Cleric 6, Sorcerer/Wizard 6
components: V
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature
area: None
effect: None
duration: One day/level or until discharged (D)
saving_throw: None
spell_resistance: Yes
short_description: As lesser geas, plus it affects any creature.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell functions similarly to <i>lesser geas</i>,  except that it affects a creature of any HD and allows no saving throw.</p>
      <p>Instead of taking penalties to ability scores (as with <i>lesser geas</i>), the subject takes 3d6 points of damage each day it does not attempt to follow the <i>geas/quest</i>. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the <i>geas/quest</i>.</p>
      <p>A <i>remove curse</i> spell ends a <i>geas/quest</i> spell only if its caster level is at least two higher than your caster level. <i>Break enchantment</i> does not end a <i>geas/quest</i>, but <i>limited wish</i>, <i>miracle</i>, and <i>wish</i> do.</p>
      <p>Bards, sorcerers, and wizards usually refer to this spell as <i>geas</i>,  while clerics call the same spell <i>quest</i>.</p>
      <p/>
    

full_text:
      <div topic='Geas/Quest' level='5'><p><h5>Geas/Quest</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr></table><p>This spell functions similarly to <i>lesser geas</i>,  except that it affects a creature of any HD and allows no saving throw.</p><p>Instead of taking penalties to ability scores (as with <i>lesser geas</i>), the subject takes 3d6 points of damage each day it does not attempt to follow the <i>geas/quest</i>. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the <i>geas/quest</i>.</p><p>A <i>remove curse</i> spell ends a <i>geas/quest</i> spell only if its caster level is at least two higher than your caster level. <i>Break enchantment</i> does not end a <i>geas/quest</i>, but <i>limited wish</i>, <i>miracle</i>, and <i>wish</i> do.</p><p>Bards, sorcerers, and wizards usually refer to this spell as <i>geas</i>,  while clerics call the same spell <i>quest</i>.</p><p/>
</div>
    


name: Geas, Lesser
altname: lesser geas
school: Enchantment
subschool: Compulsion
descriptor: Language-Dependent, Mind-Affecting
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 4
components: V
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature with 7 HD or less
area: None
effect: None
duration: One day/level or until discharged (D)
saving_throw: Will negates
spell_resistance: Yes
short_description: Commands subject of 7 HD or less.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A <i>lesser geas</i> places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a <i>geas</i> cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.</p>
      <p>The <i>geased</i> creature must follow the given instructions until the <i>geas</i> is completed, no matter how long it takes.</p>
      <p>If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:</p>
      <p>If the subject is prevented from obeying the <i>lesser geas</i> for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the <i>lesser geas</i>.</p>
      <p>A <i>lesser geas</i> (and all ability score penalties) can be ended by <i>break enchantment</i>, <i>limited wish</i>, <i>remove curse</i>, <i>miracle</i>, or <i>wish</i>. <i>dispel magic</i> does not affect a <i>lesser geas</i>.</p>
      <p/>
    

full_text:
      <div topic='Geas, Lesser' level='5'><p><h5>Geas, Lesser</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature with 7 HD or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level or until discharged (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A <i>lesser geas</i> places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a <i>geas</i> cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.</p><p>The <i>geased</i> creature must follow the given instructions until the <i>geas</i> is completed, no matter how long it takes.</p><p>If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:</p><p>If the subject is prevented from obeying the <i>lesser geas</i> for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the <i>lesser geas</i>.</p><p>A <i>lesser geas</i> (and all ability score penalties) can be ended by <i>break enchantment</i>, <i>limited wish</i>, <i>remove curse</i>, <i>miracle</i>, or <i>wish</i>. <i>dispel magic</i> does not affect a <i>lesser geas</i>.</p><p/>
</div>
    


name: Gentle Repose
altname: gentle repose
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Corpse touched
area: None
effect: None
duration: One day/level
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Preserves one corpse.
to_develop: None
material_components: None
arcane_material_components: A pinch of salt, and a copper piece for each eye the corpse has (or had).
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see <i>raise dead</i>). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.</p>
      <p>The spell also works on severed body parts and the like.</p>
      <p/>
    

full_text:
      <div topic='Gentle Repose' level='5'><p><h5>Gentle Repose</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Corpse touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see <i>raise dead</i>). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.</p><p>The spell also works on severed body parts and the like.</p><p><i>Arcane Material Component:</i> A pinch of salt, and a copper piece for each eye the corpse has (or had).</p><p/>
</div>
    


name: Ghost Sound
altname: ghost sound
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Illusory sounds
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: Figment sounds.
to_develop: None
material_components: A bit of wool or a small lump of wax.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p><i>Ghost sound</i> allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound <i>Ghost sound</i> creates when casting it and cannot thereafter change the sound's basic character.</p>
      <p>The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a <i>Ghost sound</i> spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.</p>
      <p><i>Ghost sound</i> can enhance the effectiveness of a <i>silent image</i> spell.</p>
      <p><i>Ghost sound</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Ghost Sound' level='5'><p><h5>Ghost Sound</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Illusory sounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>Ghost sound</i> allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound <i>Ghost sound</i> creates when casting it and cannot thereafter change the sound's basic character.</p><p>The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a <i>Ghost sound</i> spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.</p><p><i>Ghost sound</i> can enhance the effectiveness of a <i>silent image</i> spell.</p><p><i>Ghost sound</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> A bit of wool or a small lump of wax.</p><p/>
</div>
    


name: Ghoul Touch
altname: ghoul touch
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Living humanoid touched
area: None
effect: None
duration: 1d6+2 rounds
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Paralyzes one subject, which exudes stEnch that makes those nearby sickened.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.

description:
      <p>Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.</p>
      <p>Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A <i>neutralize poison</i> spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.</p>
      <p/>
    

full_text:
      <div topic='Ghoul Touch' level='5'><p><h5>Ghoul Touch</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living humanoid touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1d6+2 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.</p><p>Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A <i>neutralize poison</i> spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.</p><p><i>Material Component:</i> A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.</p><p/>
</div>
    


name: Giant Vermin
altname: giant vermin
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Druid 4
components: V, S, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: Up to three vermin, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: Yes
short_description: Turns centipedes, scorpions, or spiders into giant vermin.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.</p>
      <p>Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ('Attack,' 'Defend,' 'Stop,' and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Caster Level</b><br/></td>
<td><b>Vermin Size</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>9th or lower<br/></td>
<td>Medium<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>10th-13th<br/></td>
<td>Large<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th-17th<br/></td>
<td>Huge<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th-19th<br/></td>
<td>Gargantuan<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th or higher<br/></td>
<td>Colossal<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Giant Vermin' level='5'><p><h5>Giant Vermin</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Druid 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to three vermin, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.</p><p>Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ('Attack,' 'Defend,' 'Stop,' and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Caster Level</b><br/></td>
<td><b>Vermin Size</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>9th or lower<br/></td>
<td>Medium<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>10th-13th<br/></td>
<td>Large<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th-17th<br/></td>
<td>Huge<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th-19th<br/></td>
<td>Gargantuan<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th or higher<br/></td>
<td>Colossal<br/></td>

</tr>
</table><p/>
</div>
    


name: Glibness
altname: glibness
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3
components: S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: None
short_description: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)</p>
      <p>If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.</p>
      <p/>
    

full_text:
      <div topic='Glibness' level='5'><p><h5>Glibness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr></table><p>Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)</p><p>If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.</p><p/>
</div>
    


name: Glitterdust
altname: glitterdust
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Creatures and objects within 10-ft. -radius spread
effect: None
duration: 1 round/level
saving_throw: Will negates (blinding only)
spell_resistance: No
short_description: Blinds creatures, outlines invisible creatures.
to_develop: None
material_components: Ground mica.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.</p>
      <p>Any creature covered by the dust takes a -40 penalty on Hide checks.</p>
      <p/>
    

full_text:
      <div topic='Glitterdust' level='5'><p><h5>Glitterdust</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Creatures and objects within 10-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (blinding only)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.</p><p>Any creature covered by the dust takes a -40 penalty on Hide checks.</p><p><i>Material Component:</i> Ground mica.</p><p/>
</div>
    


name: Globe of Invulnerability
altname: globe of invulnerability
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S, M
casting_time: 1 standard action
range: 10 ft.
target: None
area: 10-ft. -radius spherical emanation, centered on you
effect: None
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: As lesser globe of invulnerability, plus 4th-level spell effects.
to_develop: None
material_components: A glass or crystal bead that shatters at the expiration of the spell.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell functions like <i>lesser globe of invulnerability</i>,  except that it also excludes 4th-level spells and spell-like effects.</p>
      <p/>
    

full_text:
      <div topic='Globe of Invulnerability' level='5'><p><h5>Globe of Invulnerability</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr></table><p>This spell functions like <i>lesser globe of invulnerability</i>,  except that it also excludes 4th-level spells and spell-like effects.</p><p/>
</div>
    


name: Globe of Invulnerability, Lesser
altname: lesser globe of invulnerability
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: 10 ft.
target: None
area: 10-ft. -radius spherical emanation, centered on you
effect: None
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Stops 1st- through 3rd-level spell effects.
to_develop: None
material_components: A glass or crystal bead that shatters at the expiration of the spell.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the <i>lesser globe of invulnerability</i>. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted <i>dispel magic</i> spell, but not by an area <i>dispel magic</i>. You can leave and return to the globe without penalty.</p>
      <p>Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.</p>
      <p>If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether <i>lesser globe of invulnerability</i> stops it.</p>
      <p/>
    

full_text:
      <div topic='Globe of Invulnerability, Lesser' level='5'><p><h5>Globe of Invulnerability, Lesser</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>10-ft. -radius spherical emanation, centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the <i>lesser globe of invulnerability</i>. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted <i>dispel magic</i> spell, but not by an area <i>dispel magic</i>. You can leave and return to the globe without penalty.</p><p>Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.</p><p>If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether <i>lesser globe of invulnerability</i> stops it.</p><p><i>Material Component:</i> A glass or crystal bead that shatters at the expiration of the spell.</p><p/>
</div>
    


name: Glyph of Warding
altname: glyph of warding
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3
components: V, S, M
casting_time: 10 minutes
range: Touch
target: Object touched or up to 5 sq. ft./level
area: Object touched or up to 5 sq. ft./level
effect: None
duration: Permanent until discharged (D)
saving_throw: See text
spell_resistance: No (object) and Yes; see text
short_description: Inscription harms those who pass it.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.

description:
      <p>This powerful inscription harms those who enter, pass, or open the warded area or object. A <i>glyph of warding</i> can guard a bridge or passage, ward a portal, trap a chest or box, and so on.</p>
      <p>You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, <i>glyphs</i> can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. <i>glyphs</i> can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. <i>glyphs</i> respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple <i>glyphs</i> cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.</p>
      <p>When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A <i>glyph</i> can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the <i>glyph</i> and tracery become nearly invisible.</p>
      <p><i>glyphs</i> cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. <i>Mislead</i>, <i>polymorph</i>, and <i>nondetection</i> (and similar magical effects) can fool a <i>glyph</i>, though nonmagical disguises and the like can't. <i>Read magic</i> allows you to identify a <i>glyph of warding</i> with a DC 13 Spellcraft check. Identifying the <i>glyph</i> does not discharge it and allows you to know the basic nature of the <i>glyph</i> (version, type of damage caused, what spell is stored).</p>
      <p><i>Note:</i> Magic traps such as <i>glyph of warding</i> are hard to detect and disable. A rogue (only) can use the Search skill to find the <i>glyph</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for <i>glyph of warding</i>.</p>
      <p>Depending on the version selected, a <i>glyph</i> either blasts the intruder or activates a spell.</p>
      <p><i>Blast Glyph:</i> A <i>blast glyph</i> deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.</p>
      <p><i>Spell Glyph:</i> You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the <i>glyph</i>. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the <i>glyph</i>.</p>
      <p/>
    

full_text:
      <div topic='Glyph of Warding' level='5'><p><h5>Glyph of Warding</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Area:</b><br/></td><td>Object touched or up to 5 sq. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No (object) and Yes; see text<br/></td></tr></table><p>This powerful inscription harms those who enter, pass, or open the warded area or object. A <i>glyph of warding</i> can guard a bridge or passage, ward a portal, trap a chest or box, and so on.</p><p>You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, <i>glyphs</i> can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. <i>glyphs</i> can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. <i>glyphs</i> respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple <i>glyphs</i> cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.</p><p>When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A <i>glyph</i> can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the <i>glyph</i> and tracery become nearly invisible.</p><p><i>glyphs</i> cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. <i>Mislead</i>, <i>polymorph</i>, and <i>nondetection</i> (and similar magical effects) can fool a <i>glyph</i>, though nonmagical disguises and the like can't. <i>Read magic</i> allows you to identify a <i>glyph of warding</i> with a DC 13 Spellcraft check. Identifying the <i>glyph</i> does not discharge it and allows you to know the basic nature of the <i>glyph</i> (version, type of damage caused, what spell is stored).</p><p><i>Note:</i> Magic traps such as <i>glyph of warding</i> are hard to detect and disable. A rogue (only) can use the Search skill to find the <i>glyph</i> and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for <i>glyph of warding</i>.</p><p>Depending on the version selected, a <i>glyph</i> either blasts the intruder or activates a spell.</p><p><i>Blast Glyph:</i> A <i>blast glyph</i> deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.</p><p><i>Spell Glyph:</i> You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the <i>glyph</i>. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the <i>glyph</i>.</p><p><i>Material Component:</i> You trace the <i>glyph</i> with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.</p><p/>
</div>
    


name: Glyph of Warding, Greater
altname: greater glyph of warding
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 6
components: V, S, M
casting_time: 10 minutes
range: Touch
target: Object touched or up to 5 sq. ft./level
area: Object touched or up to 5 sq. ft./level
effect: None
duration: Permanent until discharged (D)
saving_throw: See text
spell_resistance: No (object) and Yes; see text
short_description: As glyph of warding, but up to 10d8 damage or 6th-level spell.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.

description:
      <p>This spell functions like <i>glyph of warding</i>,  except that a <i>greater blast glyph</i> deals up to 10d8 points of damage, and a <i>greater spell glyph</i> can store a spell of 6th level or lower.</p>
      <p/>
    

full_text:
      <div topic='Glyph of Warding, Greater' level='5'><p><h5>Glyph of Warding, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6<br/></td></tr></table><p>This spell functions like <i>glyph of warding</i>,  except that a <i>greater blast glyph</i> deals up to 10d8 points of damage, and a <i>greater spell glyph</i> can store a spell of 6th level or lower.</p><p><i>Material Component:</i> You trace the <i>glyph</i> with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.</p><p/>
</div>
    


name: Goodberry
altname: goodberry
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: 2d4 fresh berries touched
area: None
effect: None
duration: One day/level
saving_throw: None
spell_resistance: Yes
short_description: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>Casting <i>goodberry</i> upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.</p>
      <p/>
    

full_text:
      <div topic='Goodberry' level='5'><p><h5>Goodberry</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>2d4 fresh berries touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Casting <i>goodberry</i> upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.</p><p/>
</div>
    


name: Good Hope
altname: good hope
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 3
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature/level, no two of which may be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.</p>
      <p><i>Good hope</i> counters and dispels <i>crushing despair</i>.</p>
      <p/>
    

full_text:
      <div topic='Good Hope' level='5'><p><h5>Good Hope</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One living creature/level, no two of which may be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.</p><p><i>Good hope</i> counters and dispels <i>crushing despair</i>.</p><p/>
</div>
    


name: Grasping Hand
altname: grasping hand
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 7, Strength 7
components: V, S, F/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: 10-ft. hand
duration: 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Hand provides cover, pushes, or grapples.
to_develop: None
material_components: None
arcane_material_components: None
focus: A soft glove.
xp_cost: None
arcane_focus: A leather glove.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell functions like <i>interposing hand</i>,  except the hand can also grapple one opponent that you select. The <i>grasping hand</i> gets one grapple attack per round.</p>
      <p>Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.</p>
      <p>Directing the spell to a new target is a move action.</p>
      <p>The <i>grasping hand</i> can also bull rush an opponent as <i>forceful hand</i> does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as <i>interposing hand</i> does.</p>
      <p>Clerics who cast this spell name it for their deities.</p>
      <p/>
    

full_text:
      <div topic='Grasping Hand' level='5'><p><h5>Grasping Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7, Strength 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr></table><p>This spell functions like <i>interposing hand</i>,  except the hand can also grapple one opponent that you select. The <i>grasping hand</i> gets one grapple attack per round.</p><p>Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.</p><p>Directing the spell to a new target is a move action.</p><p>The <i>grasping hand</i> can also bull rush an opponent as <i>forceful hand</i> does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as <i>interposing hand</i> does.</p><p>Clerics who cast this spell name it for their deities.</p><p><i>Arcane Focus:</i> A leather glove.</p><p/>
</div>
    


name: Grease
altname: grease
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One object or a 10-ft. square
area: One object or a 10-ft. square
effect: None
duration: 1 round/level (D)
saving_throw: See text
spell_resistance: No
short_description: Makes 10-ft. square or one object slippery.
to_develop: None
material_components: A bit of pork rind or butter.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A <i>grease</i> spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).</p>
      <p>The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the <i>greased</i> item. A creature wearing <i>greased</i> armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.</p>
      <p/>
    

full_text:
      <div topic='Grease' level='5'><p><h5>Grease</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Area:</b><br/></td><td>One object or a 10-ft. square<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A <i>grease</i> spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).</p><p>The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the <i>greased</i> item. A creature wearing <i>greased</i> armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.</p><p><i>Material Component:</i> A bit of pork rind or butter.</p><p/>
</div>
    


name: Guards and Wards
altname: guards and wards
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S, M, F
casting_time: 30 minutes
range: Anywhere within the area to be warded
target: None
area: Up to 200 sq. ft./level (S)
effect: None
duration: 2 hours/level (D)
saving_throw: See text
spell_resistance: See text
short_description: Array of magic effects protect area.
to_develop: None
arcane_material_components: None
focus: A small silver rod.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.

description:
      <p>This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.</p>
      <p><i>Fog:</i> Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: None. Spell Resistance: No.</p>
      <p><i>Arcane Locks:</i> All doors in the warded area are <i>arcane locked</i>. Saving Throw: None. Spell Resistance: No.</p>
      <p><i>Webs:</i> Webs fill all stairs from top to bottom. These strands are identical with those created by the <i>web</i> spell, except that they regrow in 10 minutes if they are burned or torn away while the <i>guards and wards</i> spell lasts. Saving Throw: Reflex negates; see text for <i>web</i>. Spell Resistance: No.</p>
      <p><i>Confusion:</i> Where there are choices in direction-such as a corridor intersection or side passage-a minor <i>confusion-</i>type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.</p>
      <p><i>Lost Doors:</i> One door per caster level is covered by a <i>silent image</i> to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.</p>
      <p>In addition, you can place your choice of one of the following five magical effects.</p>
      <p>1. <i>Dancing lights</i> in four corridors. You can designate a simple program that causes the lights to repeat as long as the <i>guards and wards</i> spell lasts. Saving Throw: None. Spell Resistance: No.</p>
      <p>2. A <i>magic mouth</i> in two places. Saving Throw: None. Spell Resistance: No.</p>
      <p>3. A <i>stinking cloud</i> in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the <i>guards and wards</i> spell lasts. Saving Throw: Fortitude negates; see text for <i>stinking cloud</i>. Spell Resistance: No.</p>
      <p>4. A <i>gust of wind</i> in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: Yes.</p>
      <p>5. A <i>suggestion</i> in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the <i>suggestion</i> mentally. Saving Throw: Will negates. Spell Resistance: Yes.</p>
      <p>The whole warded area radiates strong magic of the abjuration school. A <i>dispel magic</i> cast on a specific effect, if successful, removes only that effect. A successful <i>Mage's disjunction</i> destroys the entire <i>guards and wards</i> effect.</p>
      <p/>
    

full_text:
      <div topic='Guards and Wards' level='5'><p><h5>Guards and Wards</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>30 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Anywhere within the area to be warded<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Up to 200 sq. ft./level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>See text<br/></td></tr></table><p>This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.</p><p><i>Fog:</i> Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: None. Spell Resistance: No.</p><p><i>Arcane Locks:</i> All doors in the warded area are <i>arcane locked</i>. Saving Throw: None. Spell Resistance: No.</p><p><i>Webs:</i> Webs fill all stairs from top to bottom. These strands are identical with those created by the <i>web</i> spell, except that they regrow in 10 minutes if they are burned or torn away while the <i>guards and wards</i> spell lasts. Saving Throw: Reflex negates; see text for <i>web</i>. Spell Resistance: No.</p><p><i>Confusion:</i> Where there are choices in direction-such as a corridor intersection or side passage-a minor <i>confusion-</i>type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.</p><p><i>Lost Doors:</i> One door per caster level is covered by a <i>silent image</i> to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.</p><p>In addition, you can place your choice of one of the following five magical effects.</p><p>1. <i>Dancing lights</i> in four corridors. You can designate a simple program that causes the lights to repeat as long as the <i>guards and wards</i> spell lasts. Saving Throw: None. Spell Resistance: No.</p><p>2. A <i>magic mouth</i> in two places. Saving Throw: None. Spell Resistance: No.</p><p>3. A <i>stinking cloud</i> in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the <i>guards and wards</i> spell lasts. Saving Throw: Fortitude negates; see text for <i>stinking cloud</i>. Spell Resistance: No.</p><p>4. A <i>gust of wind</i> in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: Yes.</p><p>5. A <i>suggestion</i> in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the <i>suggestion</i> mentally. Saving Throw: Will negates. Spell Resistance: Yes.</p><p>The whole warded area radiates strong magic of the abjuration school. A <i>dispel magic</i> cast on a specific effect, if successful, removes only that effect. A successful <i>Mage's disjunction</i> destroys the entire <i>guards and wards</i> effect.</p><p><i>Material Component:</i> Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.</p><p><i>Focus:</i> A small silver rod.</p><p/>
</div>
    


name: Guidance
altname: guidance
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 0, Druid 0
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 minute or until discharged
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: +1 on one attack roll, saving throw, or skill check.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.</p>
      <p/>
    

full_text:
      <div topic='Guidance' level='5'><p><h5>Guidance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 0, Druid 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 minute or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.</p><p/>
</div>
    


name: Gust of Wind
altname: gust of wind
school: Evocation
subschool: None
descriptor: Air
spellcraft_dc: None
level: Druid 2, Sorcerer/Wizard 2
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: None
effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
duration: 1 round
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Blows away or knocks down smaller creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.</p>
      <p>A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.</p>
      <p>Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.</p>
      <p>Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.</p>
      <p>Large or larger creatures may move normally within a <i>gust of wind</i> effect.</p>
      <p>A <i>gust of wind</i> can't move a creature beyond the limit of its range.</p>
      <p>Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a <i>gust of wind</i>.</p>
      <p>The force of the <i>gust</i> automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.</p>
      <p>In addition to the effects noted, a <i>gust of wind</i> can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.</p>
      <p><i>gust of wind</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Gust of Wind' level='5'><p><h5>Gust of Wind</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Air]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Line-shaped gust of severe wind emanating out from you to the extreme of the range<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.</p><p>A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.</p><p>Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.</p><p>Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.</p><p>Large or larger creatures may move normally within a <i>gust of wind</i> effect.</p><p>A <i>gust of wind</i> can't move a creature beyond the limit of its range.</p><p>Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a <i>gust of wind</i>.</p><p>The force of the <i>gust</i> automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.</p><p>In addition to the effects noted, a <i>gust of wind</i> can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.</p><p><i>gust of wind</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Hallow
altname: hallow
school: Evocation
subschool: None
descriptor: Good
spellcraft_dc: None
level: Cleric 5, Druid 5
components: V, S, M, DF
casting_time: 24 hours
range: Touch
target: None
area: 40-ft. radius emanating from the touched point
effect: None
duration: Instantaneous
saving_throw: See text
spell_resistance: See text
short_description: Designates location as holy.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
material_components:
Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

description:
      <p><i>Hallow</i> makes a particular site, building, or structure a holy site. This has four major effects.</p>
      <p>First, the site or structure is guarded by a <i>magic circle against evil</i> effect.</p>
      <p>Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)</p>
      <p>Third, any dead body interred in a <i>hallowed</i> site cannot be turned into an undead creature.</p>
      <p>Finally, you may choose to fix a single spell effect to the <i>hallowed</i> site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting <i>Hallow</i> again.</p>
      <p>Spell effects that may be tied to a <i>hallowed</i> site include <i>aid</i>,  <i>bane</i>,  <i>bless</i>,  <i>cause fear</i>,  <i>darkness</i>,  <i>daylight</i>,  <i>death ward</i>,  <i>deeper darkness</i>,  <i>detect evil</i>,  <i>detect magic</i>,  <i>dimensional anchor</i>,  <i>discern lies</i>,  <i>dispel magic</i>,  <i>endure elements</i>,  <i>freedom of movement</i>,  <i>invisibility purge</i>,  <i>protection from energy</i>,  <i>remove fear</i>,  <i>resist energy</i>,  <i>silence</i>,  <i>tongues</i>,  and <i>zone of truth</i>. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)</p>
      <p>An area can receive only one <i>Hallow</i> spell (and its associated spell effect) at a time. <i>Hallow</i> counters but does not dispel <i>unhallow</i>.</p>
      <p/>
    

full_text:
      <div topic='Hallow' level='5'><p><h5>Hallow</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Druid 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>40-ft. radius emanating from the touched point<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>See text<br/></td></tr></table><p><i>Hallow</i> makes a particular site, building, or structure a holy site. This has four major effects.</p><p>First, the site or structure is guarded by a <i>magic circle against evil</i> effect.</p><p>Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)</p><p>Third, any dead body interred in a <i>hallowed</i> site cannot be turned into an undead creature.</p><p>Finally, you may choose to fix a single spell effect to the <i>hallowed</i> site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting <i>Hallow</i> again.</p><p>Spell effects that may be tied to a <i>hallowed</i> site include <i>aid</i>,  <i>bane</i>,  <i>bless</i>,  <i>cause fear</i>,  <i>darkness</i>,  <i>daylight</i>,  <i>death ward</i>,  <i>deeper darkness</i>,  <i>detect evil</i>,  <i>detect magic</i>,  <i>dimensional anchor</i>,  <i>discern lies</i>,  <i>dispel magic</i>,  <i>endure elements</i>,  <i>freedom of movement</i>,  <i>invisibility purge</i>,  <i>protection from energy</i>,  <i>remove fear</i>,  <i>resist energy</i>,  <i>silence</i>,  <i>tongues</i>,  and <i>zone of truth</i>. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)</p><p>An area can receive only one <i>Hallow</i> spell (and its associated spell effect) at a time. <i>Hallow</i> counters but does not dispel <i>unhallow</i>.</p><p><i>Material Component:</i> Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the <i>hallowed</i> area.</p><p/>
</div>
    


name: Hallucinatory Terrain
altname: hallucinatory terrain
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V, S, M
casting_time: 10 minutes
range: Long (400 ft. + 40 ft./level)
target: None
area: One 30-ft. cube/level (S)
effect: None
duration: 2 hours/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: Makes one type of terrain appear like another (field into forest, or the like).
to_develop: None
material_components: A stone, a twig, and a bit of green plant.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.</p>
      <p/>
    

full_text:
      <div topic='Hallucinatory Terrain' level='5'><p><h5>Hallucinatory Terrain</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>One 30-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.</p><p><i>Material Component:</i> A stone, a twig, and a bit of green plant.</p><p/>
</div>
    


name: Halt Undead
altname: halt undead
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: Up to three undead creatures, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: Yes
short_description: Immobilizes undead for 1 round/level.
to_develop: None
material_components: A pinch of sulfur and powdered garlic.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of <i>hold person</i> on a living creature). The effect is broken if the <i>halted</i> creatures are attacked or take damage.</p>
      <p/>
    

full_text:
      <div topic='Halt Undead' level='5'><p><h5>Halt Undead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to three undead creatures, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of <i>hold person</i> on a living creature). The effect is broken if the <i>halted</i> creatures are attacked or take damage.</p><p><i>Material Component:</i> A pinch of sulfur and powdered garlic.</p><p/>
</div>
    


name: Harm
altname: harm
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 6, Destruction 6
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half; see text
spell_resistance: Yes
short_description: Deals 10 points/level damage to target.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p><i>Harm</i> charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, <i>Harm</i> deals half this amount, but it cannot reduce the target's hit points to less than 1.</p>
      <p>If used on an undead creature, <i>Harm</i> acts like <i>heal</i>.</p>
      <p/>
    

full_text:
      <div topic='Harm' level='5'><p><h5>Harm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6, Destruction 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>Harm</i> charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, <i>Harm</i> deals half this amount, but it cannot reduce the target's hit points to less than 1.</p><p>If used on an undead creature, <i>Harm</i> acts like <i>heal</i>.</p><p/>
</div>
    


name: Haste
altname: haste
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
to_develop: None
material_components: A shaving of licorice root.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The transmuted creatures move and act more quickly than normal. This extra speed has several effects.</p>
      <p>When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)</p>
      <p>A <i>hasted</i> creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p>
      <p>All of the <i>hasted</i> creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.</p>
      <p>Multiple <i>haste</i> effects don't stack. <i>haste</i> dispels and counters <i>slow</i>.</p>
      <p/>
    

full_text:
      <div topic='Haste' level='5'><p><h5>Haste</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The transmuted creatures move and act more quickly than normal. This extra speed has several effects.</p><p>When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)</p><p>A <i>hasted</i> creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p>All of the <i>hasted</i> creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.</p><p>Multiple <i>haste</i> effects don't stack. <i>haste</i> dispels and counters <i>slow</i>.</p><p><i>Material Component:</i> A shaving of licorice root.</p><p/>
</div>
    


name: Heal
altname: heal
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 6, Druid 7, Healing 6
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Cures 10 points/level of damage, all diseases and mental conditions.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p><i>heal</i> enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, <i>confused</i>,  dazed, dazzled, deafened, diseased, exhausted, fatigued, <i>feebleminded</i>,  insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.</p>
      <p><i>heal</i> does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.</p>
      <p>If used against an undead creature, <i>heal</i> instead acts like <i>harm</i>.</p>
      <p/>
    

full_text:
      <div topic='Heal' level='5'><p><h5>Heal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6, Druid 7, Healing 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>heal</i> enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, <i>confused</i>,  dazed, dazzled, deafened, diseased, exhausted, fatigued, <i>feebleminded</i>,  insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.</p><p><i>heal</i> does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.</p><p>If used against an undead creature, <i>heal</i> instead acts like <i>harm</i>.</p><p/>
</div>
    


name: Heal, Mass
altname: mass heal
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 9, Healing 9
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One or more creatures, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: As heal, but with several subjects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>heal</i>,  except as noted above. The maximum number of hit points restored to each creature is 250.</p>
      <p/>
    

full_text:
      <div topic='Heal, Mass' level='5'><p><h5>Heal, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Healing 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>heal</i>,  except as noted above. The maximum number of hit points restored to each creature is 250.</p><p/>
</div>
    


name: Heal Mount
altname: heal mount
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Paladin 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Your mount touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: As heal on warhorse or other special mount.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>heal</i>,  but it affects only the paladin's special mount (typically a warhorse).</p>
      <p/>
    

full_text:
      <div topic='Heal Mount' level='5'><p><h5>Heal Mount</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Paladin 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Your mount touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This spell functions like <i>heal</i>,  but it affects only the paladin's special mount (typically a warhorse).</p><p/>
</div>
    


name: Heat Metal
altname: heat metal
school: Transmutation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Druid 2, Sun 2
components: V, S, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
area: None
effect: None
duration: 7 rounds
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Make metal so hot it damages those who touch it.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
target:
Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle

description:
      <p><i>Heat metal</i> makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.</p>
      <p>A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.</p>
      <p>On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Round</b><br/></td>
<td><b>Metal</b>
 <b>Temperature</b><br/></td>
<td><b>Damage</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>1<br/></td>
<td>Warm<br/></td>
<td>None<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>Hot<br/></td>
<td>1d4 points<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>3-5<br/></td>
<td>Searing<br/></td>
<td>2d4 points<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>Hot<br/></td>
<td>1d4 points<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>Warm<br/></td>
<td>None<br/></td>

</tr>
</table>
      <p>Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, <i>Heat metal</i> deals half damage and boils the surrounding water.</p>
      <p><i>Heat metal</i> counters and dispels <i>chill metal</i>.</p>
      <p/>
    

full_text:
      <div topic='Heat Metal' level='5'><p><h5>Heat Metal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Sun 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>7 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p><i>Heat metal</i> makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.</p><p>A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.</p><p>On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Round</b><br/></td>
<td><b>Metal</b>
 <b>Temperature</b><br/></td>
<td><b>Damage</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>1<br/></td>
<td>Warm<br/></td>
<td>None<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>Hot<br/></td>
<td>1d4 points<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>3-5<br/></td>
<td>Searing<br/></td>
<td>2d4 points<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>Hot<br/></td>
<td>1d4 points<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>Warm<br/></td>
<td>None<br/></td>

</tr>
</table><p>Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, <i>Heat metal</i> deals half damage and boils the surrounding water.</p><p><i>Heat metal</i> counters and dispels <i>chill metal</i>.</p><p/>
</div>
    


name: Helping Hand
altname: helping hand
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3
components: V, S, DF
casting_time: 1 standard action
range: 5 miles
target: None
area: None
effect: Ghostly hand
duration: 1 hour/level
saving_throw: None
spell_resistance: No
short_description: Ghostly hand leads subject to you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.</p>
      <p>When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Distance</b><br/></td>
<td><b>Time to Locate</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>100 ft. or less<br/></td>
<td>1 round<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>1,000 ft.<br/></td>
<td>1 minute<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>1 mile<br/></td>
<td>10 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>2 miles<br/></td>
<td>1 hour<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>3 miles<br/></td>
<td>2 hours<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>4 miles<br/></td>
<td>3 hours<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>5 miles<br/></td>
<td>4 hours<br/></td>

</tr>
</table>
      <p>Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.</p>
      <p>The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.</p>
      <p>If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.</p>
      <p>If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.</p>
      <p>The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.</p>
      <p/>
    

full_text:
      <div topic='Helping Hand' level='5'><p><h5>Helping Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>5 miles<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ghostly hand<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.</p><p>When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Distance</b><br/></td>
<td><b>Time to Locate</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>100 ft. or less<br/></td>
<td>1 round<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>1,000 ft.<br/></td>
<td>1 minute<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>1 mile<br/></td>
<td>10 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>2 miles<br/></td>
<td>1 hour<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>3 miles<br/></td>
<td>2 hours<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>4 miles<br/></td>
<td>3 hours<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>5 miles<br/></td>
<td>4 hours<br/></td>

</tr>
</table><p>Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.</p><p>The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.</p><p>If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.</p><p>If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.</p><p>The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.</p><p/>
</div>
    


name: Heroes' Feast
altname: heroes' feast
school: Conjuration
subschool: None
descriptor: Creation
spellcraft_dc: None
level: Bard 6, Cleric 6
components: V, S, DF
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Feast for one creature/level
duration: 1 hour plus 12 hours; see text
saving_throw: None
spell_resistance: No
short_description: Food for one creature/level cures and grants combat bonuses.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.</p>
      <p>If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.</p>
      <p/>
    

full_text:
      <div topic='Heroes' Feast' level='5'><p><h5>Heroes' Feast</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration [Creation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Feast for one creature/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour plus 12 hours; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.</p><p>If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.</p><p/>
</div>
    


name: Heroism
altname: heroism
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Gives +2 bonus on attack rolls, saves, skill checks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.</p>
      <p/>
    

full_text:
      <div topic='Heroism' level='5'><p><h5>Heroism</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.</p><p/>
</div>
    


name: Heroism, Greater
altname: greater heroism
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 6
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>heroism</i>,  except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).</p>
      <p/>
    

full_text:
      <div topic='Heroism, Greater' level='5'><p><h5>Heroism, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr></table><p>This spell functions like <i>heroism</i>,  except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).</p><p/>
</div>
    


name: Hide from Animals
altname: hide from animals
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1
components: S, DF
casting_time: 1 standard action
range: Touch
target: One creature touched/level
area: None
effect: None
duration: 10 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: Animals can't perceive one subject/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.</p>
      <p/>
    

full_text:
      <div topic='Hide from Animals' level='5'><p><h5>Hide from Animals</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature touched/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.</p><p/>
</div>
    


name: Hide from Undead
altname: hide from undead
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: One touched creature/level
area: None
effect: None
duration: 10 min./level (D)
saving_throw: Will negates (harmless); see text
spell_resistance: Yes
short_description: Undead can't perceive one subject/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.</p>
      <p/>
    

full_text:
      <div topic='Hide from Undead' level='5'><p><h5>Hide from Undead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One touched creature/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.</p><p/>
</div>
    


name: Hideous Laughter
altname: hideous laughter
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature; see text
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates
spell_resistance: Yes
short_description: Subject loses actions for 1 round/level.
to_develop: None
material_components: Tiny tarts that are thrown at the target and a feather that is waved in the air.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.</p>
      <p>A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't 'translate' well.</p>
      <p/>
    

full_text:
      <div topic='Hideous Laughter' level='5'><p><h5>Hideous Laughter</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.</p><p>A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't 'translate' well.</p><p><i>Material Component:</i> Tiny tarts that are thrown at the target and a feather that is waved in the air.</p><p/>
</div>
    


name: Hold Animal
altname: hold animal
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Animal 2, Druid 2, Ranger 2
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One animal
area: None
effect: None
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Paralyzes one animal for 1 round/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A small, straight piece of iron.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>hold person</i>,  except that it affects an animal instead of a humanoid.</p>
      <p/>
    

full_text:
      <div topic='Hold Animal' level='5'><p><h5>Hold Animal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Animal 2, Druid 2, Ranger 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One animal<br/></td></tr></table><p>This spell functions like <i>hold person</i>,  except that it affects an animal instead of a humanoid.</p><p/>
</div>
    


name: Hold Monster
altname: hold monster
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 4, Law 6, Sorcerer/Wizard 5
components: V, S, M/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature
area: None
effect: None
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: As hold person, but any creature.
to_develop: None
material_components: None
arcane_material_components: One hard metal bar or rod, which can be as small as a three-penny nail.
focus: None
xp_cost: None
arcane_focus: A small, straight piece of iron.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>hold person</i>,  except that it affects any living creature that fails its Will save.</p>
      <p/>
    

full_text:
      <div topic='Hold Monster' level='5'><p><h5>Hold Monster</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Law 6, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr></table><p>This spell functions like <i>hold person</i>,  except that it affects any living creature that fails its Will save.</p><p><i>Arcane Material Component:</i> One hard metal bar or rod, which can be as small as a three-penny nail.</p><p/>
</div>
    


name: Hold Monster, Mass
altname: mass hold monster
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 9
components: V, S, F/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One or more creatures, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: As hold monster, but all within 30 ft.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A small, straight piece of iron.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>hold person</i>,  except that it affects multiple creatures and holds any living creature that fails its Will save.</p>
      <p/>
    

full_text:
      <div topic='Hold Monster, Mass' level='5'><p><h5>Hold Monster, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One or more creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>hold person</i>,  except that it affects multiple creatures and holds any living creature that fails its Will save.</p><p/>
</div>
    


name: Hold Person
altname: hold person
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 2, Cleric 2, Sorcerer/Wizard 3
components: V, S, F/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One humanoid creature
area: None
effect: None
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Paralyzes one humanoid for 1 round/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A small, straight piece of iron.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)</p>
      <p>A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.</p>
      <p/>
    

full_text:
      <div topic='Hold Person' level='5'><p><h5>Hold Person</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)</p><p>A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.</p><p><i>Arcane Focus:</i> A small, straight piece of iron.</p><p/>
</div>
    


name: Hold Person, Mass
altname: mass hold person
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, F/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One or more humanoid creatures, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: As hold person, but all within 30 ft.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
description: <p>This spell functions like <i>hold person</i>, except as noted above.</p> <p/>
xp_cost: None
arcane_focus: A small, straight piece of iron.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
full_text:
      <div topic='Hold Person, Mass' level='5'><p><h5>Hold Person, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One or more humanoid creatures, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>hold person</i>,  except as noted above.</p><p/>
</div>
    


name: Hold Portal
altname: hold portal
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One portal, up to 20 sq. ft./level
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Holds door shut.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A <i>knock</i> spell or a successful <i>dispel magic</i> spell can negate a <i>hold portal</i> spell.</p>
      <p>For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.</p>
      <p/>
    

full_text:
      <div topic='Hold Portal' level='5'><p><h5>Hold Portal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Component:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One portal, up to 20 sq. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A <i>knock</i> spell or a successful <i>dispel magic</i> spell can negate a <i>hold portal</i> spell.</p><p>For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.</p><p/>
</div>
    


name: Holy Aura
altname: holy aura
school: Abjuration
subschool: None
descriptor: Good
spellcraft_dc: None
level: Cleric 8, Good 8
components: V, S, F
casting_time: 1 standard action
range: 20 ft.
target: One creature/level in a 20-ft. -radius burst centered on you
area: None
effect: None
duration: 1 round/level (D)
saving_throw: See text
spell_resistance: Yes (harmless)
short_description: +4 to AC, +4 resistance, and spell resistance 25 against evil spells.
to_develop: None
material_components: None
arcane_material_components: None
focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.</p>
      <p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <i>protection from evil</i>, this benefit applies against all attacks, not just against attacks by evil creatures.</p>
      <p>Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.</p>
      <p>Third, the abjuration blocks possession and mental influence, just as <i>protection from evil</i> does.</p>
      <p>Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as <i>blindness/deafness</i>, but against <i>holy aura's</i> save DC).</p>
      <p/>
    

full_text:
      <div topic='Holy Aura' level='5'><p><h5>Holy Aura</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Good 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>20 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level in a 20-ft. -radius burst centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.</p><p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <i>protection from evil</i>, this benefit applies against all attacks, not just against attacks by evil creatures.</p><p>Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.</p><p>Third, the abjuration blocks possession and mental influence, just as <i>protection from evil</i> does.</p><p>Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as <i>blindness/deafness</i>, but against <i>holy aura's</i> save DC).</p><p><i>Focus:</i> A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.</p><p/>
</div>
    


name: Holy Smite
altname: holy smite
school: Evocation
subschool: None
descriptor: Good
spellcraft_dc: None
level: Good 4
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: 20-ft. -radius burst
effect: None
duration: Instantaneous (1 round); see text
saving_throw: Will partial; see text
spell_resistance: Yes
short_description: Damages and blinds evil creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.</p>
      <p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.</p>
      <p>The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.</p>
      <p/>
    

full_text:
      <div topic='Holy Smite' level='5'><p><h5>Holy Smite</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Good 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous (1 round); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will partial; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.</p><p>The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.</p><p/>
</div>
    


name: Holy Sword
altname: holy sword
school: Evocation
subschool: None
descriptor: Good
spellcraft_dc: None
level: Paladin 4
components: V, S
casting_time: 1 standard action
range: Touch
target: Melee weapon touched
area: None
effect: None
duration: 1 round/level
saving_throw: None
spell_resistance: No
short_description: Weapon becomes +5, deals +2d6 damage against evil.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a <i>+5 holy weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a <i>magic circle against evil</i> effect (as the spell). If the <i>magic circle</i> ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one <i>holy sword</i> at a time.</p>
      <p>If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with <i>bless weapon</i> or any other spell that might modify the weapon in any way.</p>
      <p>This spell does not work on artifacts.</p>
      <p><i>Note:</i> A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.</p>
      <p/>
    

full_text:
      <div topic='Holy Sword' level='5'><p><h5>Holy Sword</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Paladin 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Melee weapon touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a <i>+5 holy weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a <i>magic circle against evil</i> effect (as the spell). If the <i>magic circle</i> ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one <i>holy sword</i> at a time.</p><p>If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with <i>bless weapon</i> or any other spell that might modify the weapon in any way.</p><p>This spell does not work on artifacts.</p><p><i>Note:</i> A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.</p><p/>
</div>
    


name: Holy Word
altname: holy word
school: Evocation
subschool: None
descriptor: Good, Sonic
spellcraft_dc: None
level: Cleric 7, Good 7
components: V
casting_time: 1 standard action
range: 40 ft.
target: None
area: Nongood creatures in a 40-ft. -radius spread centered on you
effect: None
duration: Instantaneous
saving_throw: None or Will negates; see text
spell_resistance: Yes
short_description: Kills, paralyzes, slows, or deafens nongood subjects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Any nongood creature within the area that hears the <i>holy word</i> suffers the following ill effects.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Equal to caster level<br/></td>
<td>Deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level<br/></td>
<td>-1 Blinded, deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level<br/></td>
<td>-5 Paralyzed, blinded, deafened<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Up to caster level<br/></td>
<td>-10 Killed, paralyzed, blinded, deafened<br/></td>

</tr>
</table>
      <p>The effects are cumulative and concurrent. No saving throw is allowed against these effects.</p>
      <p><i>Deafened:</i> The creature is deafened for 1d4 rounds.</p>
      <p><i>Blinded:</i> The creature is blinded for 2d4 rounds.</p>
      <p><i>Paralyzed:</i> The creature is paralyzed and helpless for 1d10 minutes.</p>
      <p><i>Killed:</i> Living creatures die. Undead creatures are destroyed.</p>
      <p>Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>holy word</i>. The banishment effect allows a Will save (at a -4 penalty) to negate.</p>
      <p>Creatures whose HD exceed your caster level are unaffected by <i>holy word</i>.</p>
      <p/>
    

full_text:
      <div topic='Holy Word' level='5'><p><h5>Holy Word</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Good, Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Good 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>40 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Nongood creatures in a 40-ft. -radius spread centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Any nongood creature within the area that hears the <i>holy word</i> suffers the following ill effects.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Equal to caster level<br/></td>
<td>Deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level<br/></td>
<td>-1 Blinded, deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level<br/></td>
<td>-5 Paralyzed, blinded, deafened<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Up to caster level<br/></td>
<td>-10 Killed, paralyzed, blinded, deafened<br/></td>

</tr>
</table><p>The effects are cumulative and concurrent. No saving throw is allowed against these effects.</p><p><i>Deafened:</i> The creature is deafened for 1d4 rounds.</p><p><i>Blinded:</i> The creature is blinded for 2d4 rounds.</p><p><i>Paralyzed:</i> The creature is paralyzed and helpless for 1d10 minutes.</p><p><i>Killed:</i> Living creatures die. Undead creatures are destroyed.</p><p>Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>holy word</i>. The banishment effect allows a Will save (at a -4 penalty) to negate.</p><p>Creatures whose HD exceed your caster level are unaffected by <i>holy word</i>.</p><p/>
</div>
    


name: Horrid Wilting
altname: horrid wilting
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8, Water 8
components: V, S, M/DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: Living creatures, no two of which can be more than 60 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude half
spell_resistance: Yes
short_description: Deals 1d6/level damage within 30 ft.
to_develop: None
material_components: None
arcane_material_components: A bit of sponge.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).</p>
      <p/>
    

full_text:
      <div topic='Horrid Wilting' level='5'><p><h5>Horrid Wilting</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8, Water 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Living creatures, no two of which can be more than 60 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).</p><p><i>Arcane Material Component:</i> A bit of sponge.</p><p/>
</div>
    


name: Hypnotic Pattern
altname: hypnotic pattern
school: Illusion
subschool: Pattern
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V (Brd only), S, M; see text
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Colorful lights in a 10-ft. -radius spread
duration: Concentration + 2 rounds
saving_throw: Will negates
spell_resistance: Yes
short_description: Fascinates (2d4 + level) HD of creatures.
to_develop: None
material_components: A glowing stick of incense or a crystal rod filled with phosphorescent material.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.</p>
      <p>A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.</p>
      <p/>
    

full_text:
      <div topic='Hypnotic Pattern' level='5'><p><h5>Hypnotic Pattern</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Pattern) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V (Brd only), S, M; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Colorful lights in a 10-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration + 2 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.</p><p>A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.</p><p><i>Material Component:</i> A glowing stick of incense or a crystal rod filled with phosphorescent material.</p><p/>
</div>
    


name: Hypnotism
altname: hypnotism
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V, S
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: Several living creatures, no two of which may be more than 30 ft. apart
effect: None
duration: 2d4 rounds (D)
saving_throw: Will negates
spell_resistance: Yes
short_description: Fascinates 2d4 HD of creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.</p>
      <p>If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.</p>
      <p>While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.</p>
      <p>A creature that fails its saving throw does not remember that you enspelled it.</p>
      <p/>
    

full_text:
      <div topic='Hypnotism' level='5'><p><h5>Hypnotism</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Several living creatures, no two of which may be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2d4 rounds (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.</p><p>If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.</p><p>While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.</p><p>A creature that fails its saving throw does not remember that you enspelled it.</p><p/>
</div>
    


name: Ice Storm
altname: ice storm
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: None
level: Druid 4, Sorcerer/Wizard 4, Water 5
components: V, S, M/DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Cylinder (20-ft. radius, 40 ft. high)
effect: None
duration: 1 full round
saving_throw: None
spell_resistance: Yes
short_description: Hail deals 5d6 damage in cylinder 40 ft. across.
to_develop: None
material_components: None
arcane_material_components: A pinch of dust and a few drops of water.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the <i>ice storm</i>'s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).</p>
      <p/>
    

full_text:
      <div topic='Ice Storm' level='5'><p><h5>Ice Storm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 4, Sorcerer/Wizard 4, Water 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cylinder (20-ft. radius, 40 ft. high)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 full round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the <i>ice storm</i>'s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).</p><p><i>Arcane Material Component:</i> A pinch of dust and a few drops of water.</p><p/>
</div>
    


name: Identify
altname: identify
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Magic 2, Sorcerer/Wizard 1
components: V, S, M/DF
casting_time: 1 hour
range: Touch
target: One touched object
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Determines properties of magic item.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
arcane_material_components:
A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

description:
      <p>The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).</p>
      <p><i>Identify</i> does not function when used on an artifact.</p>
      <p/>
    

full_text:
      <div topic='Identify' level='5'><p><h5>Identify</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Magic 2, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 hour<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One touched object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).</p><p><i>Identify</i> does not function when used on an artifact.</p><p><i>Arcane Material Component:</i> A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.</p><p/>
</div>
    


name: Illusory Script
altname: illusory script
school: Illusion
subschool: Phantasm
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 minute or longer; see text
range: Touch
target: One touched object weighing no more than 10 lb.
area: None
effect: None
duration: One day/level (D)
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Only intended reader can decipher.
to_develop: None
material_components: A lead-based ink (cost of not less than 50 gp).
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You write instructions or other information on parchment, paper, or any suitable writing material. The <i>illusory script</i> appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as <i>illusory script</i>.</p>
      <p>Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include 'Close the book and leave,' 'Forget the existence of the book,' and so forth. If successfully dispelled by <i>dispel magic</i>,  the <i>illusory script</i> and its secret message disappear. The hidden message can be read by a combination of the <i>true seeing</i> spell with the <i>read magic</i> or <i>comprehend languages</i> spell.</p>
      <p>The casting time depends on how long a message you wish to write, but it is always at least 1 minute.</p>
      <p/>
    

full_text:
      <div topic='Illusory Script' level='5'><p><h5>Illusory Script</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Phantasm) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute or longer; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched object weighing no more than 10 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You write instructions or other information on parchment, paper, or any suitable writing material. The <i>illusory script</i> appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as <i>illusory script</i>.</p><p>Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include 'Close the book and leave,' 'Forget the existence of the book,' and so forth. If successfully dispelled by <i>dispel magic</i>,  the <i>illusory script</i> and its secret message disappear. The hidden message can be read by a combination of the <i>true seeing</i> spell with the <i>read magic</i> or <i>comprehend languages</i> spell.</p><p>The casting time depends on how long a message you wish to write, but it is always at least 1 minute.</p><p><i>Material Component:</i> A lead-based ink (cost of not less than 50 gp).</p><p/>
</div>
    


name: Illusory Wall
altname: illusory wall
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Image 1 ft. by 10 ft. by 10 ft.
duration: Permanent
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: Wall, floor, or ceiling looks real, but anything can pass through.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.</p>
      <p/>
    

full_text:
      <div topic='Illusory Wall' level='5'><p><h5>Illusory Wall</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Image 1 ft. by 10 ft. by 10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.</p><p/>
</div>
    


name: Imbue with Spell Ability
altname: imbue with spell ability
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Magic 4
components: V, S, DF
casting_time: 10 minutes
range: Touch
target: Creature touched; see text
area: None
effect: None
duration: Permanent until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Transfer spells to subject.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of <i>imbue with spell ability</i> can't exceed this limit.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD of Recipient</b><br/></td> <td><b>Spells Imbued</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>2 or lower<br/></td>
<td>One 1st-level spell<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>3-4<br/></td>
<td>One or two 1st-level spells<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>5 or higher<br/></td>
<td>One or two 1st-level spells and one 2nd-level spell<br/></td>

</tr>
</table>
      <p>The transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.</p>
      <p>Once you cast <i>imbue with spell ability</i>,  you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the <i>imbue with spell ability</i> spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active <i>imbue with spell ability</i> spells, the more recently cast imbued spells are dispelled.</p>
      <p>To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.</p>
      <p/>
    

full_text:
      <div topic='Imbue with Spell Ability' level='5'><p><h5>Imbue with Spell Ability</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Magic 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of <i>imbue with spell ability</i> can't exceed this limit.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD of Recipient</b><br/></td> <td><b>Spells Imbued</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>2 or lower<br/></td>
<td>One 1st-level spell<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>3-4<br/></td>
<td>One or two 1st-level spells<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>5 or higher<br/></td>
<td>One or two 1st-level spells and one 2nd-level spell<br/></td>

</tr>
</table><p>The transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.</p><p>Once you cast <i>imbue with spell ability</i>,  you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the <i>imbue with spell ability</i> spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active <i>imbue with spell ability</i> spells, the more recently cast imbued spells are dispelled.</p><p>To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.</p><p/>
</div>
    


name: Implosion
altname: implosion
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 9, Destruction 9
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One corporeal creature/round
area: None
effect: None
duration: Concentration (up to 4 rounds)
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Kills one creature/round.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You create a destructive resonance in a corporeal creature's body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)</p>
      <p>You can target a particular creature only once with each casting of the spell.</p>
      <p><i>Implosion</i> has no effect on creatures in gaseous form or on incorporeal creatures.</p>
      <p/>
    

full_text:
      <div topic='Implosion' level='5'><p><h5>Implosion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Destruction 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One corporeal creature/round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration (up to 4 rounds)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You create a destructive resonance in a corporeal creature's body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)</p><p>You can target a particular creature only once with each casting of the spell.</p><p><i>Implosion</i> has no effect on creatures in gaseous form or on incorporeal creatures.</p><p/>
</div>
    


name: Imprisonment
altname: imprisonment
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 9
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Entombs subject beneath the earth.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>When you cast <i>imprisonment</i> and touch a creature, it is entombed in a state of suspended animation (see the <i>temporal stasis</i> spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a <i>freedom</i> spell is cast at the locale where the imprisonment took place. Magical search by a <i>crystal ball</i>,  a <i>locate object</i> spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but <i>discern location</i> does. A <i>wish</i> or <i>miracle</i> spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.</p>
      <p/>
    

full_text:
      <div topic='Imprisonment' level='5'><p><h5>Imprisonment</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>When you cast <i>imprisonment</i> and touch a creature, it is entombed in a state of suspended animation (see the <i>temporal stasis</i> spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a <i>freedom</i> spell is cast at the locale where the imprisonment took place. Magical search by a <i>crystal ball</i>,  a <i>locate object</i> spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but <i>discern location</i> does. A <i>wish</i> or <i>miracle</i> spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.</p><p/>
</div>
    


name: Incendiary Cloud
altname: incendiary cloud
school: Conjuration
subschool: Creation
descriptor: Fire
spellcraft_dc: None
level: Fire 8, Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Reflex half; see text
spell_resistance: No
short_description: Cloud deals 4d6 fire damage/round.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>An <i>incendiary cloud</i> spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a <i>fog cloud</i> does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.</p>
      <p>As with a <i>cloudkill</i> spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.</p>
      <p>As with <i>fog cloud</i>, wind disperses the smoke, and the spell can't be cast underwater.</p>
      <p/>
    

full_text:
      <div topic='Incendiary Cloud' level='5'><p><h5>Incendiary Cloud</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Fire 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Cloud spreads in 20-ft. radius, 20 ft. high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>An <i>incendiary cloud</i> spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a <i>fog cloud</i> does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.</p><p>As with a <i>cloudkill</i> spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.</p><p>As with <i>fog cloud</i>, wind disperses the smoke, and the spell can't be cast underwater.</p><p/>
</div>
    


name: Inflict Critical Wounds
altname: inflict critical wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Destruction 4
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Touch attack, 4d8 damage +1/level (max +20).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>inflict light wounds</i>, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).</p>
      <p/>
    

full_text:
      <div topic='Inflict Critical Wounds' level='5'><p><h5>Inflict Critical Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Destruction 4<br/></td></tr></table><p>This spell functions like <i>inflict light wounds</i>, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).</p><p/>
</div>
    


name: Inflict Critical Wounds, Mass
altname: mass inflict critical wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 8
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Deals 4d8 damage +1/level to many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>mass inflict light wounds</i>, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).</p>
      <p/>
    

full_text:
      <div topic='Inflict Critical Wounds, Mass' level='5'><p><h5>Inflict Critical Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8<br/></td></tr></table><p>This spell functions like <i>mass inflict light wounds</i>, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).</p><p/>
</div>
    


name: Inflict Light Wounds
altname: inflict light wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Destruction 1
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Touch attack, 1d8 damage +1/level (max +5).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).</p>
      <p>Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.</p>
      <p/>
    

full_text:
      <div topic='Inflict Light Wounds' level='5'><p><h5>Inflict Light Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Destruction 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).</p><p>Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.</p><p/>
</div>
    


name: Inflict Light Wounds, Mass
altname: mass inflict light wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 5, Destruction 5
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Deals 1d8 damage +1/level to any creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.</p>
      <p>Like other <i>inflict</i> spells, <i>mass inflict light wounds</i> cures undead in its area rather than damaging them. A cleric capable of spontaneously casting <i>inflict</i> spells can also spontaneously cast <i>mass inflict</i> spells.</p>
      <p/>
    

full_text:
      <div topic='Inflict Light Wounds, Mass' level='5'><p><h5>Inflict Light Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Destruction 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.</p><p>Like other <i>inflict</i> spells, <i>mass inflict light wounds</i> cures undead in its area rather than damaging them. A cleric capable of spontaneously casting <i>inflict</i> spells can also spontaneously cast <i>mass inflict</i> spells.</p><p/>
</div>
    


name: Inflict Minor Wounds
altname: inflict minor wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 0
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: Yes
short_description: Touch attack, 1 point of damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>inflict light wounds</i>,  except that you deal 1 point of damage and a Will save negates the damage instead of halving it.</p>
      <p/>
    

full_text:
      <div topic='Inflict Minor Wounds' level='5'><p><h5>Inflict Minor Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr></table><p>This spell functions like <i>inflict light wounds</i>,  except that you deal 1 point of damage and a Will save negates the damage instead of halving it.</p><p/>
</div>
    


name: Inflict Moderate Wounds
altname: inflict moderate wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Touch attack, 2d8 damage +1/level (max +10).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>inflict light wounds</i>, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).</p>
      <p/>
    

full_text:
      <div topic='Inflict Moderate Wounds' level='5'><p><h5>Inflict Moderate Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2<br/></td></tr></table><p>This spell functions like <i>inflict light wounds</i>, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).</p><p/>
</div>
    


name: Inflict Moderate Wounds, Mass
altname: mass inflict moderate wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 6
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Deals 2d8 damage +1/level to many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>mass inflict light wounds</i>, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).</p>
      <p/>
    

full_text:
      <div topic='Inflict Moderate Wounds, Mass' level='5'><p><h5>Inflict Moderate Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6<br/></td></tr></table><p>This spell functions like <i>mass inflict light wounds</i>, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).</p><p/>
</div>
    


name: Inflict Serious Wounds
altname: inflict serious wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Touch attack, 3d8 damage +1/level (max +15).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>inflict light wounds</i>, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).</p>
      <p/>
    

full_text:
      <div topic='Inflict Serious Wounds' level='5'><p><h5>Inflict Serious Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr></table><p>This spell functions like <i>inflict light wounds</i>, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).</p><p/>
</div>
    


name: Inflict Serious Wounds, Mass
altname: mass inflict serious wounds
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 7
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half
spell_resistance: Yes
short_description: Deals 3d8 damage +1/level to many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>mass inflict light wounds</i>, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).</p>
      <p/>
    

full_text:
      <div topic='Inflict Serious Wounds, Mass' level='5'><p><h5>Inflict Serious Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7<br/></td></tr></table><p>This spell functions like <i>mass inflict light wounds</i>, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).</p><p/>
</div>
    


name: Insanity
altname: insanity
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: Yes
short_description: Subject suffers continuous confusion.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The affected creature suffers from a continuous <i>confusion</i> effect, as the spell.</p>
      <p><i>Remove curse</i> does not remove <i>insanity</i>. <i>Greater restoration</i>, <i>heal</i>, <i>limited wish</i>, <i>miracle</i>, or <i>wish</i> can restore the creature.</p>
      <p/>
    

full_text:
      <div topic='Insanity' level='5'><p><h5>Insanity</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The affected creature suffers from a continuous <i>confusion</i> effect, as the spell.</p><p><i>Remove curse</i> does not remove <i>insanity</i>. <i>Greater restoration</i>, <i>heal</i>, <i>limited wish</i>, <i>miracle</i>, or <i>wish</i> can restore the creature.</p><p/>
</div>
    


name: Insect Plague
altname: insect plague
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Cleric 5, Druid 5
components: V, S, DF
casting_time: 1 round
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
duration: 1 min./level
saving_throw: None
spell_resistance: No
short_description: Locust swarms attack creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.</p>
      <p/>
    

full_text:
      <div topic='Insect Plague' level='5'><p><h5>Insect Plague</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Druid 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.</p><p/>
</div>
    


name: Instant Summons
altname: instant summons
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 standard action
range: See text
target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
area: None
effect: None
duration: Permanent until discharged
saving_throw: None
spell_resistance: No
short_description: Prepared object appears in your hand.
to_develop: None
material_components: A sapphire worth at least 1,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You call some nonliving item from virtually any location directly to your hand.</p>
      <p>First, you must place your <i>arcane mark</i> on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.</p>
      <p>If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.</p>
      <p>The inscription on the gem is invisible. It is also unreadable, except by means of a <i>read magic</i> spell, to anyone but you.</p>
      <p>The item can be summoned from another plane, but only if no other creature has claimed ownership of it.</p>
      <p/>
    

full_text:
      <div topic='Instant Summons' level='5'><p><h5>Instant Summons</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One object weighing 10 lb. or less whose longest dimension is 6 ft. or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You call some nonliving item from virtually any location directly to your hand.</p><p>First, you must place your <i>arcane mark</i> on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.</p><p>If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.</p><p>The inscription on the gem is invisible. It is also unreadable, except by means of a <i>read magic</i> spell, to anyone but you.</p><p>The item can be summoned from another plane, but only if no other creature has claimed ownership of it.</p><p><i>Material Component:</i> A sapphire worth at least 1,000 gp.</p><p/>
</div>
    


name: Interposing Hand
altname: interposing hand
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, F
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: 10-ft. hand
duration: 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Hand provides cover against one opponent.
to_develop: None
material_components: None
arcane_material_components: None
focus: A soft glove.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p><i>interposing hand</i> creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.</p>
      <p>An <i>interposing hand</i> is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.</p>
      <p>The hand never provokes attacks of opportunity from opponents. It cannot push through a <i>wall of force</i> or enter an <i>antimagic field</i>, but it suffers the full effect of a <i>prismatic wall</i> or <i>prismatic sphere</i>. The hand makes saving throws as its caster.</p>
      <p><i>Disintegrate</i> or a successful <i>dispel magic</i> destroys it.</p>
      <p>Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.</p>
      <p>Directing the spell to a new target is a move action.</p>
      <p/>
    

full_text:
      <div topic='Interposing Hand' level='5'><p><h5>Interposing Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>10-ft. hand<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>interposing hand</i> creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.</p><p>An <i>interposing hand</i> is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.</p><p>The hand never provokes attacks of opportunity from opponents. It cannot push through a <i>wall of force</i> or enter an <i>antimagic field</i>, but it suffers the full effect of a <i>prismatic wall</i> or <i>prismatic sphere</i>. The hand makes saving throws as its caster.</p><p><i>Disintegrate</i> or a successful <i>dispel magic</i> destroys it.</p><p>Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.</p><p>Directing the spell to a new target is a move action.</p><p><i>Focus:</i> A soft glove.</p><p/>
</div>
    


name: Invisibility
altname: invisibility
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2, Trickery 2
components: V, S, M/DF
casting_time: 1 standard action
range: Personal or touch
target: You or a creature or object weighing no more than 100 lb./level
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless) or Will negates (harmless, object)
spell_resistance: Yes (harmless) or Yes (harmless, object)
short_description: Subject is invisible for 1 min./level or until it attacks.
to_develop: None
material_components: None
arcane_material_components: An eyelash encased in a bit of gum arabic.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.</p>
      <p>Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.</p>
      <p>Of course, the subject is not magically <i>silenced</i>,  and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as <i>bless</i> that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.</p>
      <p><i>Invisibility</i> can be made permanent (on objects only) with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Invisibility' level='5'><p><h5>Invisibility</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2, Trickery 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal or touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or a creature or object weighing no more than 100 lb./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless) or Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless) or Yes (harmless, object)<br/></td></tr></table><p>The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.</p><p>Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.</p><p>Of course, the subject is not magically <i>silenced</i>,  and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as <i>bless</i> that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.</p><p><i>Invisibility</i> can be made permanent (on objects only) with a <i>permanency</i> spell.</p><p><i>Arcane Material Component:</i> An eyelash encased in a bit of gum arabic.</p><p/>
</div>
    


name: Invisibility, Greater
altname: greater invisibility
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: Personal or touch
target: You or creature touched
area: None
effect: None
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless) or Yes (harmless, object)
short_description: As invisibility, but subject can attack and stay invisible.
to_develop: None
material_components: None
arcane_material_components: An eyelash encased in a bit of gum arabic.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>invisibility</i>, except that it doesn't end if the subject attacks.</p>
      <p/>
    

full_text:
      <div topic='Invisibility, Greater' level='5'><p><h5>Invisibility, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr></table><p>This spell functions like <i>invisibility</i>, except that it doesn't end if the subject attacks.</p><p/>
</div>
    


name: Invisibility, Mass
altname: mass invisibility
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: Any number of creatures, no two of which can be more than 180 ft. apart
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless) or Will negates (harmless, object)
spell_resistance: Yes (harmless) or Yes (harmless, object)
short_description: As invisibility, but affects all in range.
to_develop: None
material_components: An eyelash encased in a bit of gum arabic.
arcane_material_components: An eyelash encased in a bit of gum arabic.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>invisibility</i>,  except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)</p>
      <p/>
    

full_text:
      <div topic='Invisibility, Mass' level='5'><p><h5>Invisibility, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Any number of creatures, no two of which can be more than 180 ft. apart<br/></td></tr></table><p>This spell functions like <i>invisibility</i>,  except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)</p><p><i>Material Component:</i> An eyelash encased in a bit of gum arabic.</p><p/>
</div>
    


name: Invisibility Purge
altname: invisibility purge
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Dispels invisibility within 5 ft./level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.</p>
      <p>Anything invisible becomes visible while in the area.</p>
      <p/>
    

full_text:
      <div topic='Invisibility Purge' level='5'><p><h5>Invisibility Purge</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p>You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.</p><p>Anything invisible becomes visible while in the area.</p><p/>
</div>
    


name: Invisibility Sphere
altname: invisibility sphere
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Personal or touch
target: You or a creature or object weighing no more than 100 lb./level
area: 10-ft. -radius emanation around the creature or object touched
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless) or Will negates (harmless, object)
spell_resistance: Yes (harmless) or Yes (harmless, object)
short_description: Makes everyone within 10 ft. invisible.
to_develop: None
material_components: None
arcane_material_components: An eyelash encased in a bit of gum arabic.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>invisibility</i>,  except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.</p>
      <p>Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the <i>invisibility sphere</i> ends.</p>
      <p/>
    

full_text:
      <div topic='Invisibility Sphere' level='5'><p><h5>Invisibility Sphere</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>10-ft. -radius emanation around the creature or object touched<br/></td></tr></table><p>This spell functions like <i>invisibility</i>,  except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.</p><p>Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the <i>invisibility sphere</i> ends.</p><p/>
</div>
    


name: Iron Body
altname: iron body
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Earth 8, Sorcerer/Wizard 8
components: V, S, M/DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Your body becomes living iron.
to_develop: None
material_components: None
arcane_material_components: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell transforms your body into living iron, which grants you several powerful resistances and abilities.</p>
      <p>You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.</p>
      <p>You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.</p>
      <p>Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.</p>
      <p>Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.</p>
      <p/>
    

full_text:
      <div topic='Iron Body' level='5'><p><h5>Iron Body</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Earth 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p>This spell transforms your body into living iron, which grants you several powerful resistances and abilities.</p><p>You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.</p><p>You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.</p><p>Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.</p><p>Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.</p><p><i>Arcane Material Component:</i> A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.</p><p/>
</div>
    


name: Ironwood
altname: ironwood
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 6
components: V, S, M
casting_time: 1 minute/lb. created
range: 0 ft.
target: None
area: None
effect: An ironwood object weighing up to 5 lb./level
duration: One day/level (D)
saving_throw: None
spell_resistance: No
short_description: Magic wood is strong as steel.
to_develop: None
material_components: Wood shaped into the form of the intended ironwood object.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p><i>ironwood</i> is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, <i>ironwood</i> is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on <i>ironwood</i>. Spells that affect wood do affect <i>ironwood</i>, although <i>ironwood</i> does not burn. Using this spell with <i>wood shape</i> or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.</p>
      <p>Further, if you make only half as much <i>ironwood</i> as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.</p>
      <p/>
    

full_text:
      <div topic='Ironwood' level='5'><p><h5>Ironwood</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute/lb. created<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>An ironwood object weighing up to 5 lb./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>ironwood</i> is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, <i>ironwood</i> is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on <i>ironwood</i>. Spells that affect wood do affect <i>ironwood</i>, although <i>ironwood</i> does not burn. Using this spell with <i>wood shape</i> or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.</p><p>Further, if you make only half as much <i>ironwood</i> as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.</p><p><i>Material Component:</i> Wood shaped into the form of the intended <i>ironwood</i> object.</p><p/>
</div>
    


name: Irresistible Dance
altname: irresistible dance
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 8
components: V
casting_time: 1 standard action
range: Touch
target: Living creature touched
area: None
effect: None
duration: 1d4+1 rounds
saving_throw: None
spell_resistance: Yes
short_description: Forces subject to dance.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.</p>
      <p/>
    

full_text:
      <div topic='Irresistible Dance' level='5'><p><h5>Irresistible Dance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1d4+1 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.</p><p/>
</div>
    


name: Jump
altname: jump
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1, Sorcerer/Wizard 1
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: Subject gets bonus on Jump checks.
to_develop: None
material_components: A grasshopper's hind leg, which you break when the spell is cast.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.</p>
      <p/>
    

full_text:
      <div topic='Jump' level='5'><p><h5>Jump</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.</p><p><i>Material Component:</i> A grasshopper's hind leg, which you break when the spell is cast.</p><p/>
</div>
    


name: Keen Edge
altname: keen edge
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Doubles normal weapon's threat range.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
target:
One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting

description:
      <p>This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the <i>keen edge</i> on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)</p>
      <p>Multiple effects that increase a weapon's threat range (such as the <i>keen edge</i> spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.</p>
      <p/>
    

full_text:
      <div topic='Keen Edge' level='5'><p><h5>Keen Edge</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the <i>keen edge</i> on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)</p><p>Multiple effects that increase a weapon's threat range (such as the <i>keen edge</i> spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.</p><p/>
</div>
    


name: Knock
altname: knock
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One door, box, or chest with an area of up to 10 sq. ft./level
area: None
effect: None
duration: Instantaneous; see text
saving_throw: None
spell_resistance: No
short_description: Opens locked or magically sealed door.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>The <i>knock</i> spell opens stuck, barred, locked, <i>held</i>,  or <i>arcane locked</i> doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a <i>arcane locked</i> door, the spell does not remove the <i>arcane lock</i> but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. <i>knock</i> does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.</p>
      <p/>
    

full_text:
      <div topic='Knock' level='5'><p><h5>Knock</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One door, box, or chest with an area of up to 10 sq. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The <i>knock</i> spell opens stuck, barred, locked, <i>held</i>,  or <i>arcane locked</i> doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a <i>arcane locked</i> door, the spell does not remove the <i>arcane lock</i> but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. <i>knock</i> does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.</p><p/>
</div>
    


name: Know Direction
altname: know direction
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Druid 0
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: None
short_description: You discern north.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You instantly know the direction of north from your current position. The spell is effective in any environment in which 'north' exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.</p>
      <p/>
    

full_text:
      <div topic='Know Direction' level='5'><p><h5>Know Direction</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Druid 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr></table><p>You instantly know the direction of north from your current position. The spell is effective in any environment in which 'north' exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.</p><p/>
</div>
    


name: Legend Lore
altname: legend lore
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 4, Knowledge 7, Sorcerer/Wizard 6
components: V, S, M, F
casting_time: See text
range: Personal
target: You
area: None
effect: None
duration: See text
saving_throw: None
spell_resistance: None
short_description: Lets you learn tales about a person, place, or thing.
to_develop: None
material_components: Incense worth at least 250 gp.
arcane_material_components: None
focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p><i>legend lore</i> brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better <i>legend lore</i> result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better <i>legend lore</i> result next time).</p>
      <p>During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.</p>
      <p/>
    

full_text:
      <div topic='Legend Lore' level='5'><p><h5>Legend Lore</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Knowledge 7, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr></table><p><i>legend lore</i> brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better <i>legend lore</i> result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better <i>legend lore</i> result next time).</p><p>During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.</p><p><i>Material Component:</i> Incense worth at least 250 gp.</p><p><i>Focus:</i> Four strips of ivory (worth 50 gp each) formed into a rectangle.</p><p/>
</div>
    


name: Levitate
altname: levitate
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S, F
casting_time: 1 standard action
range: Personal or close (25 ft. + 5 ft./2 levels)
target: You or one willing creature or one object (total weight up to 100 lb./level)
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Subject moves up and down at your direction.
to_develop: None
material_components: None
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
focus:
Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

description:
      <p><i>Levitate</i> allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be <i>levitated</i>,  and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).</p>
      <p>A <i>levitating</i> creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.</p>
      <p/>
    

full_text:
      <div topic='Levitate' level='5'><p><h5>Levitate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal or close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or one willing creature or one object (total weight up to 100 lb./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>Levitate</i> allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be <i>levitated</i>,  and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).</p><p>A <i>levitating</i> creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.</p><p><i>Focus:</i> Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.</p><p/>
</div>
    


name: Light
altname: light
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
components: V, M/DF
casting_time: 1 standard action
range: Touch
target: Object touched
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Object shines like a torch.
to_develop: None
material_components: None
arcane_material_components: A firefly or a piece of phosphorescent moss.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical <i>darkness</i> does not function.</p>
      <p>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.</p>
      <p/>
    

full_text:
      <div topic='Light' level='5'><p><h5>Light</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical <i>darkness</i> does not function.</p><p>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.</p><p><i>Arcane Material Component:</i> A firefly or a piece of phosphorescent moss.</p><p/>
</div>
    


name: Lightning Bolt
altname: lightning bolt
school: Evocation
subschool: None
descriptor: Electricity
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: 120 ft.
target: None
area: 120-ft. line
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: Electricity deals 1d6/level damage.
to_develop: None
material_components: A bit of fur and an amber, crystal, or glass rod.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.</p>
      <p>The <i>lightning bolt</i> sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.</p>
      <p/>
    

full_text:
      <div topic='Lightning Bolt' level='5'><p><h5>Lightning Bolt</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Electricity]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>120 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>120-ft. line<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.</p><p>The <i>lightning bolt</i> sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.</p><p><i>Material Component:</i> A bit of fur and an amber, crystal, or glass rod.</p><p/>
</div>
    


name: Limited Wish
altname: limited wish
school: Universal
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, XP
casting_time: 1 standard action
range: See text
target: See text
area: See text
effect: See text
duration: See text
saving_throw: None; see text
spell_resistance: Yes
short_description: Alters reality-within spell limits.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 300 XP or more (see above).
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>A <i>limited wish</i> lets you create nearly any type of effect. For example, a <i>limited wish</i> can do any of the following things.</p>
      <ul>
 <li> Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.</li>
 <li> Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.</li>
 <li> Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.</li>
 <li> Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.</li>
 <li> Undo the harmful effects of many spells, such as <i>geas/quest</i> or <i>insanity</i>.</li>
 <li> Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.</li>
</ul>
      <p>A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a <i>limited wish</i> duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a <i>limited wish</i> spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.</p>
      <p/>
    

full_text:
      <div topic='Limited Wish' level='5'><p><h5>Limited Wish</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Universal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target, Effect, or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A <i>limited wish</i> lets you create nearly any type of effect. For example, a <i>limited wish</i> can do any of the following things.</p><ul>
 <li> Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.</li>
 <li> Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.</li>
 <li> Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.</li>
 <li> Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.</li>
 <li> Undo the harmful effects of many spells, such as <i>geas/quest</i> or <i>insanity</i>.</li>
 <li> Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.</li>
</ul><p>A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a <i>limited wish</i> duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a <i>limited wish</i> spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.</p><p><i>XP Cost:</i> 300 XP or more (see above).</p><p/>
</div>
    


name: Liveoak
altname: liveoak
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 6
components: V, S
casting_time: 10 minutes
range: Touch
target: Tree touched
area: None
effect: None
duration: One day/level (D)
saving_throw: None
spell_resistance: No
short_description: Oak becomes treant guardian.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while <i>liveoak</i> is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.</p>
      <p><i>liveoak</i> must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The <i>liveoak</i> spell triggers the tree into animating as a treant.</p>
      <p>If <i>liveoak</i> is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.</p>
      <p/>
    

full_text:
      <div topic='Liveoak' level='5'><p><h5>Liveoak</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Tree touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while <i>liveoak</i> is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.</p><p><i>liveoak</i> must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The <i>liveoak</i> spell triggers the tree into animating as a treant.</p><p>If <i>liveoak</i> is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.</p><p/>
</div>
    


name: Locate Creature
altname: locate creature
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
effect: None
duration: 10 min./level
saving_throw: None
spell_resistance: No
short_description: Indicates direction to familiar creature.
to_develop: None
material_components: A bit of fur from a bloodhound.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A forked twig.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell functions like <i>locate object</i>,  except this spell locates a known or familiar creature.</p>
      <p>You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.</p>
      <p>The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.</p>
      <p>Running water blocks the spell. It cannot detect objects. It can be fooled by <i>mislead</i>, <i>nondetection</i>, and <i>polymorph</i> spells.</p>
      <p/>
    

full_text:
      <div topic='Locate Creature' level='5'><p><h5>Locate Creature</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr></table><p>This spell functions like <i>locate object</i>,  except this spell locates a known or familiar creature.</p><p>You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.</p><p>The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.</p><p>Running water blocks the spell. It cannot detect objects. It can be fooled by <i>mislead</i>, <i>nondetection</i>, and <i>polymorph</i> spells.</p><p><i>Material Component:</i> A bit of fur from a bloodhound.</p><p/>
</div>
    


name: Locate Object
altname: locate object
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 2, Cleric 3, Sorcerer/Wizard 2, Travel 2
components: V, S, F/DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: No
short_description: Senses direction toward object (specific or type).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A forked twig.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).</p>
      <p>The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. <i>Polymorph any object</i> fools it.</p>
      <p/>
    

full_text:
      <div topic='Locate Object' level='5'><p><h5>Locate Object</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 3, Sorcerer/Wizard 2, Travel 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Circle, centered on you, with a radius of 400 ft. + 40 ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).</p><p>The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. <i>Polymorph any object</i> fools it.</p><p><i>Arcane Focus:</i> A forked twig.</p><p/>
</div>
    


name: Longstrider
altname: longstrider
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1, Travel 1
components: V, S, M
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: None
short_description: Increases your speed.
to_develop: None
material_components: A pinch of dirt.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.</p>
      <p/>
    

full_text:
      <div topic='Longstrider' level='5'><p><h5>Longstrider</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1, Travel 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr></table><p>This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.</p><p><i>Material Component:</i> A pinch of dirt.</p><p/>
</div>
    


name: Lullaby
altname: lullaby
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 0
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Living creatures within a 10-ft. -radius burst
effect: None
duration: Concentration + 1 round/level (D)
saving_throw: Will negates
spell_resistance: Yes
short_description: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsH-L
description:
      <p>Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against <i>sleep</i> effects while the <i>Lullaby</i> is in effect. <i>Lullaby</i> lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.</p>
      <p/>
    

full_text:
      <div topic='Lullaby' level='5'><p><h5>Lullaby</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Living creatures within a 10-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration + 1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against <i>sleep</i> effects while the <i>Lullaby</i> is in effect. <i>Lullaby</i> lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.</p><p/>
</div>
    


name: Mage Armor
altname: mage armor
school: Conjuration
subschool: Creation
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S, F
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: No
short_description: Gives subject +4 armor bonus.
to_develop: None
material_components: None
arcane_material_components: None
focus: A piece of cured leather.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>An invisible but tangible field of force surrounds the subject of a <i>mage armor</i> spell, providing a +4 armor bonus to AC.</p>
      <p>Unlike mundane armor, <i>mage armor</i> entails no armor check penalty, arcane spell failure chance, or speed reduction. Since <i>mage armor</i> is made of force, incorporeal creatures can't bypass it the way they do normal armor.</p>
      <p/>
    

full_text:
      <div topic='Mage Armor' level='5'><p><h5>Mage Armor</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>An invisible but tangible field of force surrounds the subject of a <i>mage armor</i> spell, providing a +4 armor bonus to AC.</p><p>Unlike mundane armor, <i>mage armor</i> entails no armor check penalty, arcane spell failure chance, or speed reduction. Since <i>mage armor</i> is made of force, incorporeal creatures can't bypass it the way they do normal armor.</p><p><i>Focus:</i> A piece of cured leather.</p><p/>
</div>
    


name: Mage Hand
altname: mage hand
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One nonmagical, unattended object weighing up to 5 lb.
area: None
effect: None
duration: Concentration
saving_throw: None
spell_resistance: No
short_description: 5-pound telekinesis.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.</p>
      <p/>
    

full_text:
      <div topic='Mage Hand' level='5'><p><h5>Mage Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One nonmagical, unattended object weighing up to 5 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.</p><p/>
</div>
    


name: Mage's Disjunction
altname: mage's disjunction
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Magic 9, Sorcerer/Wizard 9
components: V
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: All magical effects and magic items within a 40-ft. -radius burst
effect: None
duration: Instantaneous
saving_throw: Will negates (object)
spell_resistance: No
short_description: Dispels magic, disenchants magic items.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a <i>dispel magic</i> spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.</p>
      <p>You also have a 1% chance per caster level of destroying an <i>antimagic field</i>. If the <i>antimagic field</i> survives the <i>disjunction</i>,  no items within it are disjoined.</p>
      <p>Even artifacts are subject to <i>disjunction</i>,  though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even <i>miracle</i> or <i>wish</i>.)</p>
      <p><i>Note:</i> Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.</p>
      <p/>
    

full_text:
      <div topic='Mage's Disjunction' level='5'><p><h5>Mage's Disjunction</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Magic 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>All magical effects and magic items within a 40-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a <i>dispel magic</i> spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.</p><p>You also have a 1% chance per caster level of destroying an <i>antimagic field</i>. If the <i>antimagic field</i> survives the <i>disjunction</i>,  no items within it are disjoined.</p><p>Even artifacts are subject to <i>disjunction</i>,  though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even <i>miracle</i> or <i>wish</i>.)</p><p><i>Note:</i> Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.</p><p/>
</div>
    


name: Mage's Faithful Hound
altname: mage's faithful hound
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Phantom watchdog
duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
saving_throw: None
spell_resistance: No
short_description: Phantom dog can guard, attack.
to_develop: None
material_components: A tiny silver whistle, a piece of bone, and a thread.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.</p>
      <p>If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.</p>
      <p>The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.</p>
      <p>The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.</p>
      <p/>
    

full_text:
      <div topic='Mage's Faithful Hound' level='5'><p><h5>Mage's Faithful Hound</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Phantom watchdog<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/caster level or until discharged, then 1 round/caster level; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.</p><p>If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.</p><p>The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.</p><p>The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.</p><p><i>Material Component:</i> A tiny silver whistle, a piece of bone, and a thread.</p><p/>
</div>
    


name: Mage's Lucubration
altname: mage's lucubration
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Wizard 6
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: None
short_description: Wizard only. Recalls spell of 5th level or lower.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.</p>
      <p>If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.</p>
      <p/>
    

full_text:
      <div topic='Mage's Lucubration' level='5'><p><h5>Mage's Lucubration</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr></table><p>You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.</p><p>If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.</p><p/>
</div>
    


name: Mage's Magnificent Mansion
altname: mage's magnificent mansion
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
duration: 2 hours/level (D)
saving_throw: None
spell_resistance: No
short_description: Door leads to extradimensional mansion.
to_develop: None
material_components: None
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
focus:
A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).

description:
      <p>You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.</p>
      <p>You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as <i>unseen servant</i> spells except that they are visible and can go anywhere in the mansion.</p>
      <p>Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.</p>
      <p/>
    

full_text:
      <div topic='Mage's Magnificent Mansion' level='5'><p><h5>Mage's Magnificent Mansion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Extradimensional mansion, up to three 10-ft. cubes/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.</p><p>You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as <i>unseen servant</i> spells except that they are visible and can go anywhere in the mansion.</p><p>Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.</p><p><i>Focus:</i> A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).</p><p/>
</div>
    


name: Mage's Private Sanctum
altname: mage's private sanctum
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: 30-ft. cube/level (S)
effect: None
duration: 24 hours (D)
saving_throw: None
spell_resistance: No
short_description: Prevents anyone from viewing or scrying an area for 24 hours.
to_develop: None
material_components: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.</p>
      <p>Divination (scrying) spells cannot perceive anything within the area, and those within are immune to <i>detect thoughts</i>. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a <i>sending</i> or <i>message</i> spell, or telepathic communication, such as that between a wizard and her familiar.</p>
      <p>The spell does not prevent creatures or objects from moving into and out of the area.</p>
      <p><i>Mage's private sanctum</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Mage's Private Sanctum' level='5'><p><h5>Mage's Private Sanctum</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>30-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.</p><p>Divination (scrying) spells cannot perceive anything within the area, and those within are immune to <i>detect thoughts</i>. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a <i>sending</i> or <i>message</i> spell, or telepathic communication, such as that between a wizard and her familiar.</p><p>The spell does not prevent creatures or objects from moving into and out of the area.</p><p><i>Mage's private sanctum</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.</p><p/>
</div>
    


name: Mage's Sword
altname: mage's sword
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One sword
duration: 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Floating magic blade strikes opponents.
to_develop: None
material_components: None
arcane_material_components: None
focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.</p>
      <p>The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.</p>
      <p>Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.</p>
      <p>The sword cannot be attacked or harmed by physical attacks, but <i>dispel magic</i>, <i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).</p>
      <p>If an attacked creature has spell resistance, the resistance is checked the first time <i>Mage's sword</i> strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.</p>
      <p/>
    

full_text:
      <div topic='Mage's Sword' level='5'><p><h5>Mage's Sword</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One sword<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.</p><p>The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.</p><p>Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.</p><p>The sword cannot be attacked or harmed by physical attacks, but <i>dispel magic</i>, <i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).</p><p>If an attacked creature has spell resistance, the resistance is checked the first time <i>Mage's sword</i> strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.</p><p><i>Focus:</i> A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.</p><p/>
</div>
    


name: Magic Aura
altname: magic aura
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 1, Magic 1, Sorcerer/Wizard 1
components: V, S, F
casting_time: 1 standard action
range: Touch
target: One touched object weighing up to 5 lb./level
area: None
effect: None
duration: One day/level (D)
saving_throw: None; see text
spell_resistance: No
short_description: Alters object's magic aura.
to_develop: None
material_components: None
arcane_material_components: None
focus: A small square of silk that must be passed over the object that receives the aura.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You alter an item's aura so that it registers to <i>detect</i> spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.</p>
      <p>If the object bearing <i>magic aura</i> has <i>identify</i> cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.</p>
      <p>If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), <i>magic aura</i> doesn't work.</p>
      <p><i>Note:</i> A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.</p>
      <p/>
    

full_text:
      <div topic='Magic Aura' level='5'><p><h5>Magic Aura</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Magic 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched object weighing up to 5 lb./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You alter an item's aura so that it registers to <i>detect</i> spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.</p><p>If the object bearing <i>magic aura</i> has <i>identify</i> cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.</p><p>If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), <i>magic aura</i> doesn't work.</p><p><i>Note:</i> A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.</p><p><i>Focus:</i> A small square of silk that must be passed over the object that receives the aura.</p><p/>
</div>
    


name: Magic Circle Against Chaos
altname: magic circle against chaos
school: Abjuration
subschool: None
descriptor: Lawful
spellcraft_dc: None
level: Cleric 3, Law 3, Paladin 3, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: None
area: 10-ft. -radius emanation from touched creature
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: As protection spells, but 10-ft. radius and 10 min./level.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
arcane_material_components:
A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

description:
      <p>This spell functions like <i>magic circle against evil</i>,  except that it is similar to <i>protection from chaos</i> instead of <i>protection from evil</i>, and it can imprison a nonlawful called creature.</p>
      <p/>
    

full_text:
      <div topic='Magic Circle Against Chaos' level='5'><p><h5>Magic Circle against Chaos</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Lawful]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Law 3, Paladin 3, Sorcerer/Wizard 3<br/></td></tr></table><p>This spell functions like <i>magic circle against evil</i>,  except that it is similar to <i>protection from chaos</i> instead of <i>protection from evil</i>, and it can imprison a nonlawful called creature.</p><p/>
</div>
    


name: Magic Circle Against Evil
altname: magic circle against evil
school: Abjuration
subschool: None
descriptor: Good
spellcraft_dc: None
level: Cleric 3, Good 3, Paladin 3, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: None
area: 10-ft. -radius emanation from touched creature
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: As protection spells, but 10-ft. radius and 10 min./level.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
arcane_material_components:
A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

description:
      <p>All creatures within the area gain the effects of a <i>protection from evil</i> spell, and no nongood summoned creatures can enter the area either. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of <i>protection from evil</i>), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.</p>
      <p>This spell has an alternative version that you may choose when casting it. A <i>magic circle against evil</i> can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the <i>lesser planar binding</i>,  <i>planar binding</i>,  and <i>greater planar binding</i> spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the <i>magic circle</i>. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal <i>protection from evil</i> spell for that creature only.</p>
      <p>A <i>magic circle</i> leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (<i>astral projection</i>,  <i>blink</i>,  <i>dimension door</i>,  <i>etherealness</i>,  <i>gate</i>,  <i>plane shift</i>,  <i>shadow walk</i>,  <i>teleport</i>,  and similar abilities) can simply leave the circle through that means. You can prevent the creature's extradimensional escape by casting a <i>dimensional anchor</i> spell on it, but you must cast the spell before the creature acts. If you are successful, the <i>anchor</i> effect lasts as long as the <i>magic circle</i> does. The creature cannot reach across the <i>magic circle</i>,  but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.</p>
      <p>You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the <i>magic circle</i> more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.</p>
      <p>A successful diagram allows you to cast a <i>dimensional anchor</i> spell on the <i>magic circle</i> during the round before casting any summoning spell. The <i>anchor</i> holds any called creatures in the <i>magic circle</i> for 24 hours per caster level. A creature cannot use its spell resistance against a <i>magic circle</i> prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the <i>lesser planar binding</i> spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.</p>
      <p>This spell is not cumulative with <i>protection from evil</i> and vice versa.</p>
      <p/>
    

full_text:
      <div topic='Magic Circle Against Evil' level='5'><p><h5>Magic Circle against Evil</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Good 3, Paladin 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>10-ft. -radius emanation from touched creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No; see text<br/></td></tr></table><p>All creatures within the area gain the effects of a <i>protection from evil</i> spell, and no nongood summoned creatures can enter the area either. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of <i>protection from evil</i>), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.</p><p>This spell has an alternative version that you may choose when casting it. A <i>magic circle against evil</i> can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the <i>lesser planar binding</i>,  <i>planar binding</i>,  and <i>greater planar binding</i> spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the <i>magic circle</i>. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal <i>protection from evil</i> spell for that creature only.</p><p>A <i>magic circle</i> leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (<i>astral projection</i>,  <i>blink</i>,  <i>dimension door</i>,  <i>etherealness</i>,  <i>gate</i>,  <i>plane shift</i>,  <i>shadow walk</i>,  <i>teleport</i>,  and similar abilities) can simply leave the circle through that means. You can prevent the creature's extradimensional escape by casting a <i>dimensional anchor</i> spell on it, but you must cast the spell before the creature acts. If you are successful, the <i>anchor</i> effect lasts as long as the <i>magic circle</i> does. The creature cannot reach across the <i>magic circle</i>,  but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.</p><p>You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the <i>magic circle</i> more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.</p><p>A successful diagram allows you to cast a <i>dimensional anchor</i> spell on the <i>magic circle</i> during the round before casting any summoning spell. The <i>anchor</i> holds any called creatures in the <i>magic circle</i> for 24 hours per caster level. A creature cannot use its spell resistance against a <i>magic circle</i> prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the <i>lesser planar binding</i> spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.</p><p>This spell is not cumulative with <i>protection from evil</i> and vice versa.</p><p><i>Arcane Material Component:</i> A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.</p><p/>
</div>
    


name: Magic Circle Against Good
altname: magic circle against good
school: Abjuration
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 3, Evil 3, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: None
area: 10-ft. -radius emanation from touched creature
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: As protection spells, but 10-ft. radius and 10 min./level.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
arcane_material_components:
A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

description:
      <p>This spell functions like <i>magic circle against evil</i>,  except that it is similar to <i>protection from good</i> instead of <i>protection from evil</i>, and it can imprison a nonevil called creature.</p>
      <p/>
    

full_text:
      <div topic='Magic Circle Against Good' level='5'><p><h5>Magic Circle against Good</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Evil 3, Sorcerer/Wizard 3<br/></td></tr></table><p>This spell functions like <i>magic circle against evil</i>,  except that it is similar to <i>protection from good</i> instead of <i>protection from evil</i>, and it can imprison a nonevil called creature.</p><p/>
</div>
    


name: Magic Circle Against Law
altname: magic circle against law
school: Abjuration
subschool: None
descriptor: Chaotic
spellcraft_dc: None
level: Chaos 3, Cleric 3, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: None
area: 10-ft. -radius emanation from touched creature
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: As protection spells, but 10-ft. radius and 10 min./level.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>magic circle against evil</i>,  except that it is similar to <i>protection from law</i> instead of <i>protection from evil</i>, and it can imprison a nonchaotic called creature.</p>
      <p/>
    

full_text:
      <div topic='Magic Circle Against Law' level='5'><p><h5>Magic Circle against Law</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Chaotic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Chaos 3, Cleric 3, Sorcerer/Wizard 3<br/></td></tr></table><p>This spell functions like <i>magic circle against evil</i>,  except that it is similar to <i>protection from law</i> instead of <i>protection from evil</i>, and it can imprison a nonchaotic called creature.</p><p/>
</div>
    


name: Magic Fang
altname: magic fang
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Living creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: One natural weapon of subject creature gets +1 on attack and damage rolls.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>Magic fang</i> gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.)</p>
      <p><i>Magic fang</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Magic Fang' level='5'><p><h5>Magic Fang</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>Magic fang</i> gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.)</p><p><i>Magic fang</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Magic Fang, Greater
altname: greater magic fang
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 3, Ranger 3
components: V, S, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
short_description:
One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).

description:
      <p>This spell functions like <i>magic fang</i>, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).</p>
      <p>Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).</p>
      <p><i>Greater magic fang</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Magic Fang, Greater' level='5'><p><h5>Magic Fang, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr></table><p>This spell functions like <i>magic fang</i>, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).</p><p>Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).</p><p><i>Greater magic fang</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Magic Jar
altname: magic jar
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, F
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One creature
area: None
effect: None
duration: 1 hour/level or until you return to your body
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Enables possession of another creature.
to_develop: None
material_components: None
arcane_material_components: None
focus: A gem or crystal worth at least 100 gp.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>By casting <i>magic jar</i>,  you place your soul in a gem or large crystal (known as the <i>magic jar</i>), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the <i>magic jar</i>. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.</p>
      <p>To cast the spell, the <i>magic jar</i> must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.</p>
      <p>While in the <i>magic jar</i>,  you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)</p>
      <p>You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.</p>
      <p>Attempting to possess a body is a full-round action. It is blocked by <i>protection from evil</i> or a similar ward. You possess the body and force the creature's soul into the <i>magic jar</i> unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the <i>magic jar</i>,  and the target automatically succeeds on further saving throws if you attempt to possess its body again.</p>
      <p>If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the <i>magic jar</i>. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.</p>
      <p>As a standard action, you can shift freely from a host to the <i>magic jar</i> if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.</p>
      <p>If the host body is slain, you return to the <i>magic jar</i>,  if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.</p>
      <p>If the spell ends while you are in the <i>magic jar</i>,  you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the <i>magic jar</i> returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the <i>magic jar</i> or at the host's location.</p>
      <p/>
    

full_text:
      <div topic='Magic Jar' level='5'><p><h5>Magic Jar</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level or until you return to your body<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>By casting <i>magic jar</i>,  you place your soul in a gem or large crystal (known as the <i>magic jar</i>), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the <i>magic jar</i>. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.</p><p>To cast the spell, the <i>magic jar</i> must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.</p><p>While in the <i>magic jar</i>,  you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)</p><p>You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.</p><p>Attempting to possess a body is a full-round action. It is blocked by <i>protection from evil</i> or a similar ward. You possess the body and force the creature's soul into the <i>magic jar</i> unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the <i>magic jar</i>,  and the target automatically succeeds on further saving throws if you attempt to possess its body again.</p><p>If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the <i>magic jar</i>. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.</p><p>As a standard action, you can shift freely from a host to the <i>magic jar</i> if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.</p><p>If the host body is slain, you return to the <i>magic jar</i>,  if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.</p><p>If the spell ends while you are in the <i>magic jar</i>,  you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the <i>magic jar</i> returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the <i>magic jar</i> or at the host's location.</p><p><i>Focus:</i> A gem or crystal worth at least 100 gp.</p><p/>
</div>
    


name: Magic Missile
altname: magic missile
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: Up to five creatures, no two of which can be more than 15 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.</p>
      <p>The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.</p>
      <p>For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.</p>
      <p/>
    

full_text:
      <div topic='Magic Missile' level='5'><p><h5>Magic Missile</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to five creatures, no two of which can be more than 15 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.</p><p>The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.</p><p>For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.</p><p/>
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name: Magic Mouth
altname: magic mouth
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature or object
area: None
effect: None
duration: Permanent until discharged
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Speaks once when triggered.
to_develop: None
material_components: A small bit of honeycomb and jade dust worth 10 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, <i>Magic mouth</i> can be placed upon a tree, rock, or any other object or creature.</p>
      <p>The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical <i>darkness</i> or <i>invisibility</i> does. Silent movement or magical <i>silence</i> defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A <i>Magic mouth</i> cannot distinguish alignment, level, Hit Dice, or class except by external garb.</p>
      <p>The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a <i>Magic mouth</i> to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.</p>
      <p><i>Magic mouth</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Magic Mouth' level='5'><p><h5>Magic Mouth</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, <i>Magic mouth</i> can be placed upon a tree, rock, or any other object or creature.</p><p>The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical <i>darkness</i> or <i>invisibility</i> does. Silent movement or magical <i>silence</i> defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A <i>Magic mouth</i> cannot distinguish alignment, level, Hit Dice, or class except by external garb.</p><p>The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a <i>Magic mouth</i> to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.</p><p><i>Magic mouth</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> A small bit of honeycomb and jade dust worth 10 gp.</p><p/>
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name: Magic Stone
altname: magic stone
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Druid 1, Earth 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Up to three pebbles touched
area: None
effect: None
duration: 30 minutes or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.</p>
      <p/>
    

full_text:
      <div topic='Magic Stone' level='5'><p><h5>Magic Stone</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Druid 1, Earth 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to three pebbles touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>30 minutes or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.</p><p/>
</div>
    


